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  #22526    
Old August 19th, 2012 (7:14 PM).
mrjimi16 mrjimi16 is offline
     
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    Quote:
    Originally Posted by EHero70 View Post
    Ok I am gonna post this one more time. In my hack, in this cave I made there is theese ladders that apparently arn't wanting to work! There is no level script and the ladders have a unknown value of is set to 4. This also happens when I try to exit out of my cave. Anyway what happens is that when I try to go up by walking on the ladder I just go through the ladder. nothing happens at all. The warps go to another warp but they arn't working! Please can someone help!
    Why don't you PM me a link to an IPS of your ROM or something and I will take a look at it. My brand of troubleshooting is a bit hard to do over forums like this, but I am genuinely interested in your problem. I'll also need to know which game you are modding, of course.

    Quote:
    Originally Posted by Smallbirdie View Post
    Hello everyone, I'm hoping you can give me a bit of help with AMap! I'm making a FR/LG hack using AdvanceMap v1.95. I've got the basics down, I can get warps, events, connections... yadda yadda, easy stuff when rules are followed. Where I'm having trouble is that for no apparent reason, things break.

    One example, my Pokemon centers are all messed up. In AMap you can double click the warp in the event page of the town, go to the inside PC map, double click the stair warp, go to the upstairs map. Everything clicks perfect in AMap. But open the Rom, walk onto the warp, black screen. Freezes. No idea why, especially since it was working perfectly in the emulator before, no apparent reason for it to suddenly not work.

    It's not even the same for all centers, on my Route 2, in the emulator, you can walk inside the center, but can't go upstairs, black screen. Opens fine in AMap. In Citrine City when walking on the "Cloudy" (map with weather set to cloudy) map, you can enter the "Cloudy" Center, walk upstairs to the "Cloudy" room, but when you try to get back to the non-Cloudy Center- BAM blackscreen. Eton city, can't access Cloudy or regular. OTL

    I keep backups of my map files, and I've tried to overwrite the inside PC map with the backup but I get the "Frage: Save changes?" box then "Frage: Save connections?" These two boxes pop up continuously until you select No. Then it doesn't save and next thing you know I've got an "Invalid pointer to map footer" error.

    A few of my maps have suddenly given me that "Invalid pointer to map footer" error as well, even though they HAD been working just fine. Some I've just replaced with the backup maps, but other keep appearing.

    I'd be happy to upload my rom if anyone can possible give me a hand. Or can anyone tell me an alternative to AMap? I really like it but it's just giving me so much trouble I hardly want to open my hack for fear of what's gone wrong now. Any response would be greatly appreciated, thank you.

    ~Birdie
    My best bet is that level scripts are an issue. I had the exact same issue with warps going to a blackscreen and the fact that it only seems to happen in certain places only makes me think level scripts more. I don't know what the issue is with the invalid pointer to map footer, it sounds like it is trying to go somewhere that it can't or that doesn't exist, but I wouldn't know how to fix it short of restarting the ROM.

    Quote:
    Originally Posted by Flannery Lue View Post
    Umm.. lol. I think you misread my post. I am trying to make an "EMERALD" hack, and Diego stated that he does not like emerald, ruby, and sapphire ROM's.
    I used the commands from his tutorial, and I think that they are for Fire red, and leaf green. I dont think that they are compatible with emerald, so that is were my problems lay. I need commands for Pokemon Emerald version, if you could help me, I would be very grateful.. I'm sorry for being such a noob.
    I had thought that pokescript and XSE used two different scripting languages so compiling with one would mean that you would have to use its language or it wouldn't work. May I ask why you are using Emerald as opposed to Ruby or Firered? I find that Firered stuff is easier to find and I have never seen anything that is too terribly in depth about Emerald or Ruby specials and I use specials in about 40% of my scripts. Also, and maybe it is just me, but could I ask you (in the friendliest tone) to put spoiler tags around your code from now on? When someone intends to read the code it isn't all that bad, but when you are looking for some other post, it can be a bit annoying.

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      #22527    
    Old August 20th, 2012 (2:16 AM).
    EdensElite's Avatar
    EdensElite EdensElite is offline
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      Quote:
      Originally Posted by EdensElite View Post
      Whenever I use the "20 - Block is Covered by hero" or whatever it is. The tile messes up with random tile pieces? Any help with this, it's kinda of an essential behaviour byte.
      I know we shouldn't post twice, but I just got flat out ignored because of that convo between redriders and c3pu. I really need help with this guys...It also messes up the computer keyboard tile when I click on it 0.o
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      That means it will be playable in the browser, and across multiple devices such as the iPod touch.
        #22528    
      Old August 20th, 2012 (8:36 AM).
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      Darthatron Darthatron is offline
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      Quote:
      Originally Posted by EdensElite View Post
      I know we shouldn't post twice, but I just got flat out ignored because of that convo between redriders and c3pu. I really need help with this guys...It also messes up the computer keyboard tile when I click on it 0.o
      Can you please provide a screenshot?
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        #22529    
      Old August 20th, 2012 (8:41 AM).
      mrjimi16 mrjimi16 is offline
         
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        Quote:
        Originally Posted by EdensElite View Post
        I know we shouldn't post twice, but I just got flat out ignored because of that convo between redriders and c3pu. I really need help with this guys...It also messes up the computer keyboard tile when I click on it 0.o
        Perhaps a little more information, a lot of the time stuff can seem random, but it decidedly isn't. Make sure you are using it as the background byte and not the behavior byte. The behavior byte 0x20 is identified as reflection in Amap, so I wouldn't think you had done that, but reflection would make the tile appear to change, so I suggest it anyway. Beyond that suggestion, I can't help much. As I have said before, I am much better at fixing things if I can be more hands on.

        Even with that most likely unhelpful suggestion, I would ask something of you. I noticed on the hack that you link to in your signature that you have a few new/edited trainer sprites. I would request your permission to use them in my own hack. I am looking to 'copy' Light Platinum (I think) and have more than just one rival who meet up in a tournament at the end, and that requires a few different looking trainer sprites and I really like the look of a few of yours. You will be credit however you wish of course and I would offer you my help in any situation in the future, hoping that I will eventually be able to helpful.
          #22530    
        Old August 20th, 2012 (9:07 AM).
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        EdensElite EdensElite is offline
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          Quote:
          Originally Posted by Darthatron View Post
          Can you please provide a screenshot?
          https://dl.dropbox.com/u/4875391/wtf.png
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          ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

          That means it will be playable in the browser, and across multiple devices such as the iPod touch.
            #22531    
          Old August 20th, 2012 (9:14 AM).
          mrjimi16 mrjimi16 is offline
             
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            Quote:
            Originally Posted by EdensElite View Post
            I am not sure about the 0x20 byte, but I do know that the computer uses a behavior byte that loads a certain special script that changes the tile to make it look like the computer is turning on. It looks as though you inserted your own tiles, so I would imagine that you put the keyboard tile on the tile that used to be the screen.
              #22532    
            Old August 20th, 2012 (10:16 AM).
            supershadow64ds's Avatar
            supershadow64ds supershadow64ds is offline
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              I have a question about DayNightSeasons. Well, two, actually.
              1. How the heck do I use the seasons function?
              2. I installed the RTC and DAN system, and I want to know how to display the time (Hours:Minutes) and the Date (Month/Day/Year) in separate messages. I am a horrible noob at XSE, because I was the one guy who grew up with PokeScript .-.
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                #22533    
              Old August 20th, 2012 (10:36 AM).
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              c3pu c3pu is offline
                 
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                Quote:
                Originally Posted by redriders180 View Post
                I forgot to mention...those earlier limitations I mentioned are for Firered specifically. Ruby and Emerald use 32x32 surfing sprites and pulling-pokeball-out-of-pocket sprites, but I still don't know about walking or running.

                Gimp or Photoshop will preserve indexed graphics, and allow you to edit them easily enough. You can also do some searching, and download the old style of paint, which preserves the index as well.
                that totally worked thanks i ad to slice a couple of them in width to make them fit in the 16x32 frame put i play my rom on psp so it almost doesnt show.

                today i tried changing npc to d/p but wen i changed the first one i realised that there is several npc linked to the same pallet so my d/p sprite dont match the same way as the advanced one so am i f***ed or is there a way to make it work and if there is am i looking at a weeks process?
                  #22534    
                Old August 20th, 2012 (10:46 AM).
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                redriders180 redriders180 is offline
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                  Quote:
                  Originally Posted by supershadow64ds View Post
                  I have a question about DayNightSeasons. Well, two, actually.
                  1. How the heck do I use the seasons function?
                  2. I installed the RTC and DAN system, and I want to know how to display the time (Hours:Minutes) and the Date (Month/Day/Year) in separate messages. I am a horrible noob at XSE, because I was the one guy who grew up with PokeScript .-.
                  As for your second question, unfortunately, it takes a little bit of experience. The DNS system writes the year, month, day, hour, minute, and second in specific parts of the memory (from 0x0300553C to 0x03005544, inclusive). The year is two byes, while the others are one byte, and 0x0300552E and 0x03005540 are empty.

                  What you need to do is use copybyte to copy one of the bytes to the memory address of a variable. Variable 0x8004 is stored at 0x020370C0, and is two bytes. So, for example, to store the month into variable 0x8004:

                  ...
                  copybyte 0x020370C0 0x0300553F
                  ...

                  You can then use the variable in scripts, for comparing, or use buffernumber to store the variable's value into a buffer, for display.

                  I would provide a sample script, but my post is getting long enough as-is. Just a few precautions: First, the hour is stored in 24 hour format, so 4PM is stored as 0x10, not 0x4. Secondly, buffernumber just makes the number appear, and while this is usually good, it provides a pitfall when time is involved. If it's 4:05, the time will be rendered as 4:5 with buffers. The best solution is to check if the minute is less than 10, and if it is, [buffer1]:0[buffer2], otherwise, [buffer1]:[buffer2]. Thirdly, there's only three buffers, so you'll have to display the time and date in different text boxes.

                  Good luck!
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                    #22535    
                  Old August 20th, 2012 (11:15 AM).
                  supershadow64ds's Avatar
                  supershadow64ds supershadow64ds is offline
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                    Quote:
                    Originally Posted by redriders180 View Post
                    As for your second question, unfortunately, it takes a little bit of experience. The DNS system writes the year, month, day, hour, minute, and second in specific parts of the memory (from 0x0300553C to 0x03005544, inclusive). The year is two byes, while the others are one byte, and 0x0300552E and 0x03005540 are empty.

                    What you need to do is use copybyte to copy one of the bytes to the memory address of a variable. Variable 0x8004 is stored at 0x020370C0, and is two bytes. So, for example, to store the month into variable 0x8004:

                    ...
                    copybyte 0x020370C0 0x0300553F
                    ...

                    You can then use the variable in scripts, for comparing, or use buffernumber to store the variable's value into a buffer, for display.

                    I would provide a sample script, but my post is getting long enough as-is. Just a few precautions: First, the hour is stored in 24 hour format, so 4PM is stored as 0x10, not 0x4. Secondly, buffernumber just makes the number appear, and while this is usually good, it provides a pitfall when time is involved. If it's 4:05, the time will be rendered as 4:5 with buffers. The best solution is to check if the minute is less than 10, and if it is, [buffer1]:0[buffer2], otherwise, [buffer1]:[buffer2]. Thirdly, there's only three buffers, so you'll have to display the time and date in different text boxes.

                    Good luck!
                    Okay... I think I understand. Eh, just, how would I store more than one buffer/which variable should I use, in addition to x8004? I tried using buffernumber 0x0 0x8004, then buffernumber 0x1 0x8004. Only thing this did was make my screen turn colors.
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                      #22536    
                    Old August 20th, 2012 (11:25 AM).
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                    redriders180 redriders180 is offline
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                      Quote:
                      Originally Posted by supershadow64ds View Post
                      Okay... I think I understand. Eh, just, how would I store more than one buffer/which variable should I use, in addition to x8004? I tried using buffernumber 0x0 0x8004, then buffernumber 0x1 0x8004. Only thing this did was make my screen turn colors.
                      You first write, say, the hour, to variable 0x8004, then use buffernumber 0x0 0x8004. Then you write, say, the minute, to variable 0x8004, and use buffernumber 0x1 0x8004. Then put in a msgbox that says [buffer1]:[buffer2], or something similar, and it should work (I say should because I've done this before with no hassle in the exact way I just specified).

                      Quote:
                      Originally Posted by c3pu View Post
                      that totally worked thanks i ad to slice a couple of them in width to make them fit in the 16x32 frame put i play my rom on psp so it almost doesnt show.

                      today i tried changing npc to d/p but wen i changed the first one i realised that there is several npc linked to the same pallet so my d/p sprite dont match the same way as the advanced one so am i f***ed or is there a way to make it work and if there is am i looking at a weeks process?
                      The GBA is limited to sixteen OW palettes at a time. Four are reserved for other functions, and can't be used. Two are for the hero (one normal, one slightly faded). This means you only get four palettes for other NPCs (the remaining four are slightly-faded versions of these four, and used for reflections in water). There's also one variable palette, which can be used as well, although you only get one.

                      So, basically, you'll have to recolor alot of the OWs you insert.
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                        #22537    
                      Old August 20th, 2012 (12:43 PM).
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                      supershadow64ds supershadow64ds is offline
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                        Quote:
                        Originally Posted by redriders180 View Post
                        You first write, say, the hour, to variable 0x8004, then use buffernumber 0x0 0x8004. Then you write, say, the minute, to variable 0x8004, and use buffernumber 0x1 0x8004. Then put in a msgbox that says [buffer1]:[buffer2], or something similar, and it should work (I say should because I've done this before with no hassle in the exact way I just specified).
                        So, tell me if I am doing anything wrong here:
                        Spoiler:
                        #dynamic 0x800000
                        #org @start
                        copybyte 0x020370C0 0x0300553F
                        copybyte 0x020370C1 0x03005540
                        copybyte 0x020370C2 0x0300553C
                        copybyte 0x020370C3 0x0300553D
                        buffernumber 0x0 0x8004
                        buffernumber 0x1 0x8004
                        buffernumber 0x2 0x8004
                        msgbox @1 MSG_FACE
                        release
                        end

                        #org @1
                        = It says it's [buffer1]/[buffer2]/[buffer3].


                        Is this script using the buffers correctly, or will it just make my screen turn blue again?
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                          #22538    
                        Old August 20th, 2012 (2:03 PM).
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                        redriders180 redriders180 is offline
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                          Quote:
                          Originally Posted by supershadow64ds View Post
                          So, tell me if I am doing anything wrong here:
                          Spoiler:
                          #dynamic 0x800000
                          #org @start
                          copybyte 0x020370C0 0x0300553F
                          copybyte 0x020370C1 0x03005540
                          copybyte 0x020370C2 0x0300553C
                          copybyte 0x020370C3 0x0300553D
                          buffernumber 0x0 0x8004
                          buffernumber 0x1 0x8004
                          buffernumber 0x2 0x8004
                          msgbox @1 MSG_FACE
                          release
                          end

                          #org @1
                          = It says it's [buffer1]/[buffer2]/[buffer3].


                          Is this script using the buffers correctly, or will it just make my screen turn blue again?
                          You're doing a few things wrong. First of all, variable 0x8004 is two bytes, meaning that 0x020370C0 is the first half of 0x8004, and 0x020370C1 is the second half of 0x8004. 0x020370C2 is the first half 0x8005, and 0x020370C3 is the second half of 0x8005. As it stands, your script is doing this (Pretend we're using today as an example)

                          Copy the month to the first half of 0x8004 (0x0008 is now in 0x8004)
                          Copy the day to the second half 0x8004 (0x1408 is now in 0x8004)
                          Copy the year to 0x8005 <--Correct
                          buffer 0x8004 to buffer1 (Buffer1 will now say 5128)
                          buffer 0x8004 to buffer2 (Buffer2 will now say 5128)
                          buffer 0x8004 to buffer3 (Buffer3 will now say 5128)
                          Display the date

                          The date would be displayed as 5128/5128/5128, instead of the actual date of August 20th.

                          This ought to do what you want:
                          Spoiler:
                          #dynamic 0x800000
                          #org @start
                          copybyte 0x020370C0 0x0300553F
                          copybyte 0x020370C4 0x03005540
                          copybyte 0x020370C2 0x0300553C
                          copybyte 0x020370C3 0x0300553D
                          buffernumber 0x0 0x8004
                          buffernumber 0x1 0x8006
                          buffernumber 0x2 0x8005
                          msgbox @1 MSG_FACE
                          release
                          end

                          #org @1
                          = It says it's [buffer1]/[buffer2]/[buffer3].
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                            #22539    
                          Old August 20th, 2012 (2:06 PM).
                          c3pu's Avatar
                          c3pu c3pu is offline
                             
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                            Quote:
                            Originally Posted by redriders180 View Post
                            You first write, say, the hour, to variable 0x8004, then use buffernumber 0x0 0x8004. Then you write, say, the minute, to variable 0x8004, and use buffernumber 0x1 0x8004. Then put in a msgbox that says [buffer1]:[buffer2], or something similar, and it should work (I say should because I've done this before with no hassle in the exact way I just specified).



                            The GBA is limited to sixteen OW palettes at a time. Four are reserved for other functions, and can't be used. Two are for the hero (one normal, one slightly faded). This means you only get four palettes for other NPCs (the remaining four are slightly-faded versions of these four, and used for reflections in water). There's also one variable palette, which can be used as well, although you only get one.

                            So, basically, you'll have to recolor alot of the OWs you insert.
                            if i change the colors in one of the pallet are only the npc influanced or also things like house and trees because wen i changed the pallet for the hero the surf sprite, arrows and emotion bubles(when npc sees you and such) ended up all messed up
                              #22540    
                            Old August 20th, 2012 (3:14 PM).
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                            redriders180 redriders180 is offline
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                              Quote:
                              Originally Posted by c3pu View Post
                              if i change the colors in one of the pallet are only the npc influanced or also things like house and trees because wen i changed the pallet for the hero the surf sprite, arrows and emotion bubles(when npc sees you and such) ended up all messed up
                              The surf sprite, arrows, and emotion bubbles all share the same palette as the hero, so changing the hero palette changes those as well. It won't interfere with tiles, or anything else.
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                                #22541    
                              Old August 20th, 2012 (4:19 PM). Edited August 20th, 2012 by c3pu.
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                              c3pu c3pu is offline
                                 
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                                thanks a lot for all your help and i still have a question i just realized that my reflection palette is wrong so im wondering how to change it


                                edit: think i just fond how will try later

                                edit: fixed thanks anyhow
                                  #22542    
                                Old August 20th, 2012 (4:57 PM).
                                supershadow64ds's Avatar
                                supershadow64ds supershadow64ds is offline
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                                  Quote:
                                  Originally Posted by redriders180 View Post
                                  Spoiler:
                                  You're doing a few things wrong. First of all, variable 0x8004 is two bytes, meaning that 0x020370C0 is the first half of 0x8004, and 0x020370C1 is the second half of 0x8004. 0x020370C2 is the first half 0x8005, and 0x020370C3 is the second half of 0x8005. As it stands, your script is doing this (Pretend we're using today as an example)

                                  Copy the month to the first half of 0x8004 (0x0008 is now in 0x8004)
                                  Copy the day to the second half 0x8004 (0x1408 is now in 0x8004)
                                  Copy the year to 0x8005 <--Correct
                                  buffer 0x8004 to buffer1 (Buffer1 will now say 5128)
                                  buffer 0x8004 to buffer2 (Buffer2 will now say 5128)
                                  buffer 0x8004 to buffer3 (Buffer3 will now say 5128)
                                  Display the date

                                  The date would be displayed as 5128/5128/5128, instead of the actual date of August 20th.

                                  This ought to do what you want:
                                  Spoiler:
                                  #dynamic 0x800000
                                  #org @start
                                  copybyte 0x020370C0 0x0300553F
                                  copybyte 0x020370C4 0x03005540
                                  copybyte 0x020370C2 0x0300553C
                                  copybyte 0x020370C3 0x0300553D
                                  buffernumber 0x0 0x8004
                                  buffernumber 0x1 0x8006
                                  buffernumber 0x2 0x8005
                                  msgbox @1 MSG_FACE
                                  release
                                  end

                                  #org @1
                                  = It says it's [buffer1]/[buffer2]/[buffer3].
                                  Thanks! Also, I was wondering if it was possible to change the 2nd tileset through an event. That, and how to use the Seasons function of DNS.
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                                    #22543    
                                  Old August 20th, 2012 (6:38 PM).
                                  Edrobot Edrobot is offline
                                     
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                                    I'm a total newbie at Pokemon Rom Hacking, so my first hack is mostly going to be a graphics and text hack for Pokemon Emerald. Even so, I ran into a few problems:

                                    First, I can't get any Gameshark codes to work with Visual Boy Advance. How am I supposed to debug my game now?

                                    Second, while I can find the trainer backsprites, I have no idea how to find the right pallet for them, which makes editing them difficult. How do I find the right pallet?

                                    Third and finally, how do I change the default name(s) of the rival, as well as default player names? I can't seem to find the script that does it.

                                    Thanks in advance to anyone who helps me with this!
                                      #22544    
                                    Old August 20th, 2012 (6:54 PM).
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                                    redriders180 redriders180 is offline
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                                      Quote:
                                      Originally Posted by Edrobot View Post
                                      I'm a total newbie at Pokemon Rom Hacking, so my first hack is mostly going to be a graphics and text hack for Pokemon Emerald. Even so, I ran into a few problems:

                                      First, I can't get any Gameshark codes to work with Visual Boy Advance. How am I supposed to debug my game now?
                                      The best way is to simply play your game as you make it. You can also make warps to go to different towns, or my personal favorite, a master script that gives you six high-level pokemon, all badges, and all key items, and sets important flags like Pokedex, National Dex, and Running Shoes.

                                      Quote:
                                      Originally Posted by Edrobot
                                      Second, while I can find the trainer backsprites, I have no idea how to find the right pallet for them, which makes editing them difficult. How do I find the right pallet?
                                      You'll have to do a little sleuthing for this. Open up VBA, and start a battle, and pause while the player's backsprite is up. Now, go into the Palette Viewer of VBA, and scan the right-hand bunch of palettes for one that matches the palette of the backsprite (they go in rows). Take note of every color, and use APE to search for those colors. You'll eventually find the palette in question :D

                                      Quote:
                                      Originally Posted by Edrobot
                                      Third and finally, how do I change the default name(s) of the rival, as well as default player names? I can't seem to find the script that does it.

                                      Thanks in advance to anyone who helps me with this!
                                      Emerald doesn't really have default rival names...the names are entirely script, and basically just check the gender, and displays two different strings depending on whether you're female or male. Wally always has the same name as well.

                                      As for the player's name, if it's like Firered, it's stored in a DMA-protected block that has all the player data, such as gender, OT Number, and secret ID. I don't have a specific offset, but it'll require ASM no matter what.
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                                        #22545    
                                      Old August 20th, 2012 (7:06 PM).
                                      Edrobot Edrobot is offline
                                         
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                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        The best way is to simply play your game as you make it. You can also make warps to go to different towns, or my personal favorite, a master script that gives you six high-level pokemon, all badges, and all key items, and sets important flags like Pokedex, National Dex, and Running Shoes.
                                        Guess I'm going to need to learn some scripting no matter what. But that's beyond the scope of this particular thread.

                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        You'll have to do a little sleuthing for this. Open up VBA, and start a battle, and pause while the player's backsprite is up. Now, go into the Palette Viewer of VBA, and scan the right-hand bunch of palettes for one that matches the palette of the backsprite (they go in rows). Take note of every color, and use APE to search for those colors. You'll eventually find the palette in question :D
                                        I'm pretty sure VBA has some sort of pallete display thing, but thanks for the advice.

                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        Emerald doesn't really have default rival names...the names are entirely script, and basically just check the gender, and displays two different strings depending on whether you're female or male. Wally always has the same name as well.
                                        I'm confused; is this a single script that gets called every time the rival name is mentioned, or is it multiple scripts that display different text boxes based on the player's gender? Wally of course I'll have to do manually.

                                        NOTE TO FUTURE VIEWERS: "MAY", "BRENDAN" and "WALLY" are all capital letters in the game script.

                                        Quote:
                                        Originally Posted by redriders180 View Post
                                        As for the player's name, if it's like Firered, it's stored in a DMA-protected block that has all the player data, such as gender, OT Number, and secret ID. I don't have a specific offset, but it'll require ASM no matter what.
                                        Can somebody who's done this before give me some pointers because I have no idea what that means.
                                          #22546    
                                        Old August 20th, 2012 (7:30 PM).
                                        shinyabsol1's Avatar
                                        shinyabsol1 shinyabsol1 is offline
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                                          Quote:
                                          Originally Posted by Edrobot
                                          I'm confused; is this a single script that gets called every time the rival name is mentioned, or is it multiple scripts that display different text boxes based on the player's gender? Wally of course I'll have to do manually.
                                          Multiple scripts. In scripts that mention the rival's name, the gender you chose at the beginning of the game is checked, then based on that result displays a text box that uses the rival name of the opposite gender.

                                          Wally is always Wally, regardless of gender, obviously.
                                            #22547    
                                          Old August 20th, 2012 (7:49 PM).
                                          Darthatron's Avatar
                                          Darthatron Darthatron is offline
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                                          Quote:
                                          Originally Posted by EdensElite View Post
                                          Does the tile error with 0x20 only appear after the computer is pressed? Or all throughout the ROM? If it's the previous, you can get rid of that byte and then set the movement permission to 08 instead of the normal 0C. This should make the hero cover the tile.
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                                            #22548    
                                          Old August 20th, 2012 (8:33 PM).
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                                          SpadeEdge16 SpadeEdge16 is offline
                                             
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                                            Okay, a little background info first. My game takes place in Kanto, and there's events that can progress and be achieved through the player completing the Pokedex, and when the player does complete it, (here's where the question comes in) I wanted to know if it was possible to send them to the Johto region, and "reset" their Pokemon progress ONLY IN THAT REGION. Like, you kinda get to start fresh in Johto, or are forced to, but you can also go back to kanto at any time, at which point, if you check your pc or whateevr, you still have every pokemon in the game.
                                            Is this possible? As well as allowing them to obtain 8 more badges. I'm using a FR Rom, using the JPAN hack engine.
                                              #22549    
                                            Old August 20th, 2012 (10:55 PM).
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                                            haelcher haelcher is offline
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                                              I'm attempting to create a hack of Pokemon Yellow (yay Gen I hacks). It's mostly going to contain basic changes in the hex code, but there are a couple of scripts that I'm having trouble finding in the hex code:

                                              1. I want to begin my journey heading South from Pallet Town. Therefore, I want to move the Prof. Oak script (the "Wait! Don't go out!" one) from the North exit to the South exit, and consequently have him walk North back to the Lab.

                                              2. In a similar vein, I want to move the Old Man script (the "You shall not pass" one) to the South exit of Viridian. I feel closer to solving this one, as I can move the Old Man over-world sprite to the exit, but there's still that space in front of where he normally is that activates the script when I walk on it, even though the Old Man isn't there.

                                              One final note, I have no ASM experience, so I would prefer if solutions could be limited to hex editing, where I am much more comfortable. If anyone has an idea on how to solve these or locate them in hex, it would be greatly appreciated. Thank you all for your time.
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                                                #22550    
                                              Old August 21st, 2012 (4:10 AM). Edited August 23rd, 2012 by MrSandman64.
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                                              MrSandman64 MrSandman64 is offline
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                                                SOMEONE HELP!!!
                                                Is it possible to delete the NEW NAME option when naming your rival
                                                In the intro? If so could someone tell me how?
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