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  #2401    
Old September 27th, 2007 (2:42 AM).
Milanor's Avatar
Milanor Milanor is offline
     
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    Quote:
    Originally Posted by destinedjagold View Post
    Hey all! It's me again...

    This time, I wanna ask the offset limit of both Ruby and FireRed ROMS...

    Whenever we make scripts, we're always asked what offsets to use, right..?

    Spoiler:
    Example..,
    $800000
    $801000
    $802000
    $803000
    $804000


    Since I'm currently hacking Ruby, and it's almost reaching 805000.., I'm starting to fear that maybe I could go beyond the limit...

    Thanks in advance and good day!
    Without Size enlargment you have free offsets until $FFFFF0
    And With size enlargment... uhm i dont know ".
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      #2402    
    Old September 27th, 2007 (2:47 AM).
    destinedjagold's Avatar
    destinedjagold destinedjagold is offline
    Oh Hai Thar~
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    Thank you thethethethe and Milanor!
    I really felt the sigh(or 'sign'.., hmm.., oh well...) of relief now.
    Thanks to the both of you, again.
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      #2403    
    Old September 27th, 2007 (7:52 AM).
    Binary's Avatar
    Binary Binary is offline
    え?
       
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      Ive a question:
      Icant use overworld ed.
      Can someone help? please
      Whenevber i download the rom it says:
      Error loading the INI settings fro the game.
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        #2404    
      Old September 27th, 2007 (8:40 AM).
      HackMew's Avatar
      HackMew HackMew is offline
      Mewtwo Strikes Back
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      Quote:
      Originally Posted by Celebi_XD View Post
      Ive a question:
      Icant use overworld ed.
      Can someone help? please
      Whenevber i download the rom it says:
      Error loading the INI settings fro the game.
      Are you sure you extracted all the needed files for the Overworld Editor? And what ROM are you trying to edit? Also, which version of the Overworld Editor are you using?

      Without specifying the things above it's almost impossible to help you.
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        #2405    
      Old September 27th, 2007 (9:00 AM).
      clugenheim clugenheim is offline
         
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        Well, I've never attempted Pokemon rom hacking before. So keep that in mind while answering my question.

        So how hard it it, for a person that has never ROM hacked, to replace the sprites, stats, names, types*, ect. of a Pokemon? And what would be the easiest way (if any) of doing it? I don't want to change the story or anything, just the Pokemon.

        *when I say types, I don't mean adding news ones or anything. I just mean changing the type of the Pokemon from say, Water to Fire, or something similar.

        Thanks for any and all help.
          #2406    
        Old September 27th, 2007 (11:16 AM).
        ~JV~'s Avatar
        ~JV~ ~JV~ is offline
        Dev of Pokémon Uranium
           
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          is there any program that i can use to change pokedex info like description etc?
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            #2407    
          Old September 27th, 2007 (11:30 AM).
          HackMew's Avatar
          HackMew HackMew is offline
          Mewtwo Strikes Back
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          Quote:
          Originally Posted by JV12345 View Post
          is there any program that i can use to change pokedex info like description etc?
          A-Text or any hex editor with .tlb support. That is for the description.
          For the weight etc. you could use Dexter.
          Keep in mind that Dexter doesn't support very good (I would say at all) any FR/LG ROMs due to few differences in the Pokédex structure.
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            #2408    
          Old September 27th, 2007 (11:39 AM).
          ~JV~'s Avatar
          ~JV~ ~JV~ is offline
          Dev of Pokémon Uranium
             
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            hmm sry another question how do i insert a pokemon image in unlz... and use it in the game?
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              #2409    
            Old September 27th, 2007 (11:44 AM).
            BlackDragonite's Avatar
            BlackDragonite BlackDragonite is offline
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              Quote:
              Originally Posted by JV12345 View Post
              hmm sry another question how do i insert a pokemon image in unlz... and use it in the game?
              Save the Pokémon (or another pic) you want to replace, and import yours.
              BUT: It has to be as big or smaller than the original one (you CAN make it bigger, but it´s better not to.)

              AND: always press "write to ROM" (to save it)
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                #2410    
              Old September 27th, 2007 (11:49 AM).
              ryan123456789019's Avatar
              ryan123456789019 ryan123456789019 is offline
                 
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                Quote:
                Originally Posted by ryan123456789019 View Post
                when i compile it says "file not found or user canceled when i clearly didnt cancel or delete my rbc, what does it mean how do i fix it
                please help i need it for my game i am creating it will be the best ever
                  #2411    
                Old September 27th, 2007 (12:54 PM).
                Quilava's Master's Avatar
                Quilava's Master Quilava's Master is offline
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                  Hiya Community...i'm wondering is there a simple way to edit tiles...like with A Map?????
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                    #2412    
                  Old September 27th, 2007 (2:33 PM).
                  ~JV~'s Avatar
                  ~JV~ ~JV~ is offline
                  Dev of Pokémon Uranium
                     
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                    how i index a image and insert it in unlz without changing the pallete?
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                      #2413    
                    Old September 27th, 2007 (4:37 PM).
                    Corona's Avatar
                    Corona Corona is offline
                       
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                      Okay I recently inserted a new tile in my game.

                      Its a tree tile btw.

                      Well instead of it overlapping the player , the player overlaps it

                      How is this fixed?
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                        #2414    
                      Old September 28th, 2007 (3:30 AM).
                      born2hack's Avatar
                      born2hack born2hack is offline
                      ....
                         
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                        I have just started mapping and I use Advnace map. In attachment is the map I have created and A screeny of it in VBA. The place where it shows the player standing near a tree should be having a sea instead. So any way to solve it???
                        Attached Images
                        File Type: png map2.PNG‎ (4.2 KB, 15 views) (Save to Dropbox)
                        File Type: jpg map.jpg‎ (167.5 KB, 20 views) (Save to Dropbox)
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                          #2415    
                        Old September 28th, 2007 (4:27 AM).
                        Matt Silver's Avatar
                        Matt Silver Matt Silver is offline
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                          Quote:
                          Originally Posted by born2hack View Post
                          I have just started mapping and I use Advnace map. In attachment is the map I have created and A screeny of it in VBA. The place where it shows the player standing near a tree should be having a sea instead. So any way to solve it???

                          Change the border block to water. The border block option is above the tiles.


                          @ JoyRide: Check the Movement Permissions View tab on AdvanceMap. There will be a whole bunch of 1's and C's. 1 means you can't walk over it, and C means you can. Change it by tapping on the numbers on the collum.

                          @ Quilavas Master: Check the Documents and Tutorial Forum.
                            #2416    
                          Old September 28th, 2007 (7:06 AM).
                          Milanor's Avatar
                          Milanor Milanor is offline
                             
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                            Uhm matt, you are wrong,
                            he means that the player sprite is over the tree tile instead behind the tree tile

                            @joy:
                            Check the background bytes, A-Map -> Block Editor.
                            R,S,E: Background bytes 00
                            FR/BG: Background bytes 20 (but im not sure...)
                            And make sure that the tile you want that the hero is under it is
                            above!
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                              #2417    
                            Old September 28th, 2007 (7:08 AM).
                            ~stock23~ ~stock23~ is offline
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                              Yeah thats right by Firered, the bachground bytes are 20 corectly
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                                #2418    
                              Old September 28th, 2007 (10:46 AM).
                              Corona's Avatar
                              Corona Corona is offline
                                 
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                                Quote:
                                Originally Posted by Matt Silver View Post
                                Change the border block to water. The border block option is above the tiles.


                                @ JoyRide: Check the Movement Permissions View tab on AdvanceMap. There will be a whole bunch of 1's and C's. 1 means you can't walk over it, and C means you can. Change it by tapping on the numbers on the collum.

                                @ Quilavas Master: Check the Documents and Tutorial Forum.
                                thats not what I meant O.o

                                I can walk over it. But its the top of the tree so I should still be able to walk threw it just its over me.
                                Quote:
                                Originally Posted by Milanor View Post
                                Uhm matt, you are wrong,
                                he means that the player sprite is over the tree tile instead behind the tree tile

                                @joy:
                                Check the background bytes, A-Map -> Block Editor.
                                R,S,E: Background bytes 00
                                FR/BG: Background bytes 20 (but im not sure...)
                                And make sure that the tile you want that the hero is under it is
                                above!
                                *tries*
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                                  #2419    
                                Old September 28th, 2007 (5:03 PM).
                                born2hack's Avatar
                                born2hack born2hack is offline
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                                  Thanks for replying but I found the solution.
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                                    #2420    
                                  Old September 29th, 2007 (6:06 AM).
                                  Saken's Avatar
                                  Saken Saken is offline
                                     
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                                    Hmm this is a quick one, well in my script of giving a pokemon, i put TWO locks in there, because in the middle of the script the person went walk-abouts, so i locked it again after you get the pokemon. Is this alright? cause i think it might be causing problems with my hack cause...
                                    this happened when i looked at the compiled script.
                                    Code:
                                    #org 0x806F00
                                    
                                    #raw 0xE3
                                    #raw 0xEB
                                    #raw 0xB8
                                    nop
                                    #raw 0xED
                                    #raw 0xE3
                                    #raw 0xE9
                                    nop
                                    #raw 0xD8
                                    #raw 0xD9
                                    #raw 0xDA
                                    #raw 0xD9
                                    #raw 0xD5
                                    #raw 0xE8
                                    #raw 0xD9
                                    #raw 0xD8
                                    nop
                                    #raw 0xE8
                                    #raw 0xDC
                                    #raw 0xD5
                                    #raw 0xE8
                                    nop
                                    #raw 0xBE
                                    #raw 0xD9
                                    #raw 0xE3
                                    #raw 0xEC
                                    #raw 0xED
                                    #raw 0xE7
                                    #raw 0xFE
                                    #raw 0xD5
                                    #raw 0xE0
                                    #raw 0xE0
                                    nop
                                    #raw 0xE3
                                    #raw 0xE2
                                    nop
                                    #raw 0xED
                                    #raw 0xE3
                                    #raw 0xE9
                                    #raw 0xE6
                                    nop
                                    #raw 0xE3
                                    #raw 0xEB
                                    #raw 0xE2
                                    #raw 0xAC
                                    nop
                                    #raw 0xCE
                                    #raw 0xDC
                                    #raw 0xD5
                                    #raw 0xE8
                                    #raw 0xE7
                                    nop
                                    #raw 0xD5
                                    #raw 0xE1
                                    #raw 0xD5
                                    #raw 0xEE
                                    #raw 0xDD
                                    #raw 0xE2
                                    #raw 0xDB
                                    #raw 0xAB
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    #raw 0xFF
                                    msgbox 0x8807200 '"I dont hear that POK..."
                                    callstd 0x6
                                    release
                                    end
                                    This is the orginal script:
                                    What is wrong is that after a Deoxys battle the person does not say what he is meant to say when it checks the flag. He just says what he is meant to say before you fought the Deoxys.
                                    Spoiler:
                                    #org 0x800200
                                    lock
                                    faceplayer
                                    checkflag 0x200
                                    if 0x1 jump 0x800600
                                    checkflag 0x1007
                                    if 0x1 jump 0x806F00
                                    message 0x800300
                                    boxset 0x6
                                    lock
                                    fanfare 0x13E
                                    message 0x800400
                                    boxset 0x4
                                    waitfanfare
                                    message 0x800500
                                    boxset 0x6
                                    setflag 0x200
                                    setflag 0x201
                                    setflag 0x828
                                    clearflag 0x1005
                                    clearflag 0x1006
                                    givepokemon 0xEC 0x5 0x0
                                    release
                                    end

                                    #org 0x800600
                                    message 0x800700
                                    boxset 0x6
                                    release
                                    end

                                    #org 0x806F00
                                    message 0x807000
                                    boxset 0x6
                                    release
                                    end

                                    #org 0x800300
                                    = You seem like a resposible young\nman.\pHere, take this POKéMON.
                                    #org 0x800400
                                    = \v\h01 recieved a TYROGUE!
                                    #org 0x800500
                                    = I know you will take better\ncare with it than i would've.
                                    #org 0x800700
                                    = So, has that TYROGUE grown\nat all?\pYou know it can turn into 3 different\nforms depending on its stats?
                                    #org 0x806F00
                                    = Wow, you defeated that Deoxys\nall on your own? Thats amazing!
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                                      #2421    
                                    Old September 29th, 2007 (8:58 AM).
                                    OMNIPOTENT OMNIPOTENT is offline
                                       
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                                      i'm looking 4 a pokéscript-command/script/ASM-dunno-what to make different choices and do different events depending on the choice. anybody can help? (some kind of boxset? if possible, then just an "If LASTRESULT..." can do the 2nd part of the script... like the yes/no boxset 5, but with "A","B","C"... as choices)

                                      can u help?
                                        #2422    
                                      Old September 29th, 2007 (10:27 AM).
                                      Darkrai64's Avatar
                                      Darkrai64 Darkrai64 is offline
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                                        I have questions that need to be answered right away!

                                        1. In the english version of Over World Sprite Editor, I want Brock's sprite to be a metal sonic sprite(for my game), but the problem is, I don't have the right colors! How can I change the colors?

                                        2. I want to change Brock's battle sprite, you know, when you battle him? I want to change it into Metal Sonic, but when I go to UNLZ.gba, replace brock's battle sprite with metal sonic, I check the game, and it didn't work! I go to PET to change the battle sprite, but it says it's not supported, when it was before! Then it says sonething like pokerom.ini and then it says go to RSball to raw dump the trainer sprite, but rsball doesn't work! Help!

                                        3. Can I hack music into a game, for example, replaceingTrainer Battle music with Erazor's theme?

                                        THX!
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                                          #2423    
                                        Old September 29th, 2007 (10:52 AM).
                                        Quilava's Master's Avatar
                                        Quilava's Master Quilava's Master is offline
                                        Shattered Dreams '13
                                           
                                          Join Date: Jul 2007
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                                          Quote:
                                          Originally Posted by Darkrai64 View Post
                                          I have questions that need to be answered right away!

                                          1. In the english version of Over World Sprite Editor, I want Brock's sprite to be a metal sonic sprite(for my game), but the problem is, I don't have the right colors! How can I change the colors?

                                          I'm pretty sure you gotta go to pallete # and look through them...some sprites can only have a certain # of palletes.

                                          2. I want to change Brock's battle sprite, you know, when you battle him? I want to change it into Metal Sonic, but when I go to UNLZ.gba, replace brock's battle sprite with metal sonic, I check the game, and it didn't work! I go to PET to change the battle sprite, but it says it's not supported, when it was before! Then it says sonething like pokerom.ini and then it says go to RSball to raw dump the trainer sprite, but rsball doesn't work! Help!

                                          What rom are you using? Remember Leaf Green doesnt work with RS Ball..

                                          3. Can I hack music into a game, for example, replaceingTrainer Battle music with Erazor's theme?

                                          I think so you have to use sappy

                                          THX!
                                          My response in bold I'm not sure on the music thing but you can try it...
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                                            #2424    
                                          Old September 29th, 2007 (1:07 PM).
                                          OMNIPOTENT OMNIPOTENT is offline
                                             
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                                            Quote:
                                            Originally Posted by OMNIPOTENT View Post
                                            i'm looking 4 a pokéscript-command/script/ASM-dunno-what to make different choices and do different events depending on the choice. anybody can help? (some kind of boxset? if possible, then just an "If LASTRESULT..." can do the 2nd part of the script... like the yes/no boxset 5, but with "A","B","C"... as choices)

                                            can u help?
                                            and another thing:
                                            -how do u edit the truck start in R/S? i want to start in another map/place/tile. what i've to edit? which script/offset/??? ?

                                            thanks everybody i love you all XD
                                              #2425    
                                            Old September 29th, 2007 (6:09 PM).
                                            spenceroone3's Avatar
                                            spenceroone3 spenceroone3 is offline
                                            <he eats lots of burgers.
                                               
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                                              OMNIPOTENT: I think u have to use a program called Starter Map Editor to start in a different place... And i want to know how to do OMNIPOTENT's first question?
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