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  #24751    
Old April 26th, 2013 (3:58 PM). Edited April 26th, 2013 by karatekid552.
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    Quote:
    Originally Posted by RoboBadnik View Post
    When editing the Rival's OWs with Fire Red, during the lab sequence, the rival doesn't display his turning sprite or backwards sprite, instead constantly facing the camera while sliding along the floor. Does anyone know what I'm doing wrong with NSE?
    Like Tajaro... I mean "Shadowraze":p said, it could be an order problem with the frames, which is the most likely reason. However, there is also the chance that you screwed up the animation pointer. This is what allows the game to animate the sprite. Go into Options->Preferences in that sprite and see if it is correct when compared to a clean rom.

    Quote:
    Originally Posted by LaDestitute View Post
    Ah, I was just messing around with the 649 patch/checking it out for testing purposes. Anyhow, I'll just stick with the original GBA set. Another thing to ask, since I want to learn how to do it myself: How would I repoint the Pokemon table myself to add more new Pokemon slots? It couldn't that be that hard, but still since I'm new to hex editing, I could use a bit of help.
    I'm pretty sure there are a couple of threads lying around in the R&D section dealing with this. There won't be any tutorials just yet since Jambo (and Chaos Rush, but he abandoned his project a while back to work on other things) have done it.
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      #24752    
    Old April 26th, 2013 (4:11 PM).
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      Quote:
      Originally Posted by LaDestitute View Post
      Ah, I was just messing around with the 649 patch/checking it out for testing purposes. Anyhow, I'll just stick with the original GBA set. Another thing to ask, since I want to learn how to do it myself: How would I repoint the Pokemon table myself to add more new Pokemon slots? It couldn't that be that hard, but still since I'm new to hex editing, I could use a bit of help.
      Quote:
      Originally Posted by LaDestitute View Post
      It couldn't that be that hard
      Quote:
      Originally Posted by LaDestitute View Post
      It couldn't that be that hard
      AHAHAHA! You've gotta be kidding me! It's far harder than you're making it out to be. There's a reason I chose to make a patch rather than write a tutorial on it!
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        #24753    
      Old April 26th, 2013 (4:23 PM).
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        Quote:
        Originally Posted by Jambo51 View Post
        AHAHAHA! You've gotta be kidding me! It's far harder than you're making it out to be. There's a reason I chose to make a patch rather than write a tutorial on it!
        I'm pretty new to rom hacking, okay? I'm still figuring this out, so cut me some slack. You didn't have to reply with such a rude and condescending answer.
          #24754    
        Old April 26th, 2013 (5:04 PM). Edited April 26th, 2013 by BlackWhiteRobin.
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          Quote:
          Originally Posted by LaDestitute View Post
          I'm pretty new to rom hacking, okay? I'm still figuring this out, so cut me some slack. You didn't have to reply with such a rude and condescending answer.
          LOL Jambo51 wasn't being rude. He was just stating facts. Even I tried it but miserably failed.
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            #24755    
          Old April 26th, 2013 (5:13 PM).
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            Quote:
            Originally Posted by robin22gongon View Post
            LOL Jambo51 wasn't being rude. He was just stating facts. Even I tried it but miserably failed.
            Ah, I see.
            Sorry Jambo, but it was the "AHAHAHA! You've gotta be kidding me!" that set me off. No hard feelings anyway. I was just curious and wanting to know if it was possible, that's all.

            Since I'm only adding an amount of new Pokemon equal to nearly 1/2 of Gen I, I suppose that gives me some leverage on deciding on which Pokemon to keep if I really have to stick to #386.
              #24756    
            Old April 26th, 2013 (7:49 PM).
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              How do I make a certain Pokemon behave like this:

              When a ball is thrown and you successfully catch it, you keep it.

              When a ball is thrown and it breaks out, it will flee.

              Is there a possible way to do this?


              And does anyone have a copy of the ASM code they used in the Legit Patch for FR? I wanted to "investigate" it.
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                #24757    
              Old April 27th, 2013 (2:41 AM).
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                Quote:
                Originally Posted by LaDestitute View Post
                Ah, I see.
                Sorry Jambo, but it was the "AHAHAHA! You've gotta be kidding me!" that set me off. No hard feelings anyway. I was just curious and wanting to know if it was possible, that's all.

                Since I'm only adding an amount of new Pokemon equal to nearly 1/2 of Gen I, I suppose that gives me some leverage on deciding on which Pokemon to keep if I really have to stick to #386.
                No offence taken on my side, sir, and I apologise for wording my response the way I did. It's just that single line which I found genuinely funny. It's sadly not even close to being as simple as repointing some tables. There's a lot of hard work involved, a lot of ASM and such. It's not the sort of project that someone who is new to ROM hacking takes on.

                However, my patch is nearing completion, and you, and all hackers, will be welcome to use it once it is complete!
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                  #24758    
                Old April 27th, 2013 (4:15 AM).
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                Oh, that's great news Jambo! I was so close to extending it by myself but theres just one limiter left that just keeps burmy's name for every pokemon up to 493. Well, at least you are almost done. But will Jpan's hacked engine still be compatible? I really have been wondering for a long time about that.
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                  #24759    
                Old April 27th, 2013 (6:23 AM).
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                  Hey guys, just wondering is there a list of which items are which flag ID? I don't really want to search 10's of items just to find the max repel one.

                  And I don't want to create new items, when flags are limited in the game...
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                    #24760    
                  Old April 27th, 2013 (8:13 AM).
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                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by kearnseyboy6 View Post
                    Hey guys, just wondering is there a list of which items are which flag ID? I don't really want to search 10's of items just to find the max repel one.

                    And I don't want to create new items, when flags are limited in the game...
                    I'm pretty sure it is in here: http://www.pokecommunity.com/showpost.php?p=6829256&postcount=158
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                      #24761    
                    Old April 27th, 2013 (9:09 AM).
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                    Is there a way to add extra tile pallets? The ones you use in Advance map i mean. I'd like to add houses, but with different pallets. I already used the existing ones, so any way to add more? ASM seems to solve life's problems, maybe it requires ASM.
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                      #24762    
                    Old April 27th, 2013 (9:33 AM).
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                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by gogojjtech View Post
                      Is there a way to add extra tile pallets? The ones you use in Advance map i mean. I'd like to add houses, but with different pallets. I already used the existing ones, so any way to add more? ASM seems to solve life's problems, maybe it requires ASM.
                      There are 16 palettes, right? Well, the game can only display 16 at a time (which gives you the 256 color palette) so adding more really isn't going to be easy. You may be able to find a way to switch palettes out based upon the tileset you are using, but just adding more won't work.
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                        #24763    
                      Old April 27th, 2013 (9:36 AM).
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                        Back in my day, I could index an image on Irfran View and open it up in Paint and it'd stay indexed to 16 colors. But now I upgraded computers and every time I open it up in Paint it reverts back to its 252 colors.

                        So I'm trying to insert a building and doing the necessary changes to the image (making sure the first color is the background color, fitting the image's colors to the game's rigid color system, etc.) but once I change the palette it just goes back in Paint. What's the new way to palette edit in indexed images?
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                          #24764    
                        Old April 27th, 2013 (11:00 AM).
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                          Quote:
                          Originally Posted by Teh Blazer View Post
                          Back in my day, I could index an image on Irfran View and open it up in Paint and it'd stay indexed to 16 colors. But now I upgraded computers and every time I open it up in Paint it reverts back to its 252 colors.

                          So I'm trying to insert a building and doing the necessary changes to the image (making sure the first color is the background color, fitting the image's colors to the game's rigid color system, etc.) but once I change the palette it just goes back in Paint. What's the new way to palette edit in indexed images?
                          I use GIMP and it works really well. Others use Photoshop and some draw their palette on the side and use that to draw in Paint and then index in Infranview. It is all personal opinion for you now.
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                            #24765    
                          Old April 27th, 2013 (11:27 AM).
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                            Quote:
                            Originally Posted by karatekid552 View Post
                            I use GIMP and it works really well. Others use Photoshop and some draw their palette on the side and use that to draw in Paint and then index in Infranview. It is all personal opinion for you now.
                            I do the same, but I usually use Paint .net instead.
                              #24766    
                            Old April 27th, 2013 (12:33 PM).
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                              Quote:
                              Originally Posted by Teh Blazer View Post
                              Back in my day, I could index an image on Irfran View and open it up in Paint and it'd stay indexed to 16 colors. But now I upgraded computers and every time I open it up in Paint it reverts back to its 252 colors.

                              So I'm trying to insert a building and doing the necessary changes to the image (making sure the first color is the background color, fitting the image's colors to the game's rigid color system, etc.) but once I change the palette it just goes back in Paint. What's the new way to palette edit in indexed images?
                              Do you use infran to reduce to 16 then save it re open and copy it into a new paint file and then open into character maker pro and save the palletes? Because that works 100% for me
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                                #24767    
                              Old April 27th, 2013 (12:49 PM).
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                                Quote:
                                Originally Posted by Jambo51 View Post
                                No offence taken on my side, sir, and I apologise for wording my response the way I did. It's just that single line which I found genuinely funny. It's sadly not even close to being as simple as repointing some tables. There's a lot of hard work involved, a lot of ASM and such. It's not the sort of project that someone who is new to ROM hacking takes on.

                                However, my patch is nearing completion, and you, and all hackers, will be welcome to use it once it is complete!
                                Do you plan to add more than 649 slots? :D
                                  #24768    
                                Old April 27th, 2013 (1:25 PM).
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                                  Quote:
                                  Originally Posted by LaDestitute View Post
                                  Do you plan to add more than 649 slots? :D
                                  No. However, I plan to, at some stage, release documentation to go along with it which will pinpoint where and what you need to change in order to add more.

                                  I've taken as many precautions as I could to ensure that there were as few limiters as possible, and that they would be easy to change.
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                                    #24769    
                                  Old April 27th, 2013 (5:29 PM).
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                                  How could I add an effect to a pokemon's PID? Spinda's dots and unown's letters and wurmple's evolution all are affected by the PID. But how would I be able to check the PID and change the appearance of a pokemon? Gender differences to be exact.
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                                    #24770    
                                  Old April 27th, 2013 (5:50 PM).
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                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    Unfortunately I checked before and they only state 'controls visibility of an ITEM in ROUTE 1' for example.

                                    At last, flags 300-4AF are not in his lists? Could that possibly mean I have close to 450 free flags?
                                    And the same with 701-805. Or are these flags non-tested yet?
                                      #24771    
                                    Old April 27th, 2013 (6:05 PM). Edited April 27th, 2013 by karatekid552.
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                                      Quote:
                                      Originally Posted by kearnseyboy6 View Post
                                      Unfortunately I checked before and they only state 'controls visibility of an ITEM in ROUTE 1' for example.

                                      At last, flags 300-4AF are not in his lists? Could that possibly mean I have close to 450 free flags?
                                      And the same with 701-805. Or are these flags non-tested yet?
                                      Don't screw with flags. They don't really work out well for you. A lot of flags and vars exist in the space in which other stuff, like PC boxes and other flags and vars are stored.

                                      Also, the flags for items, did you check route 1 and see if the flag matches up to the item's flag there? They could be one in the same, in fact, that is what I was thinking when I sent you the link.

                                      Quote:
                                      Originally Posted by gogojjtech View Post
                                      How could I add an effect to a pokemon's PID? Spinda's dots and unown's letters and wurmple's evolution all are affected by the PID. But how would I be able to check the PID and change the appearance of a pokemon? Gender differences to be exact.
                                      STOP!

                                      ....and go learn ASM. That is the only way possible to do something like this. Almost all of your questions and stuff you would like to know so far require some sort of ASM. So, work really hard at it and when you think you can match Darth's or Jambo's skill, then you may be able to implement a system such as the one you just described.
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                                        #24772    
                                      Old April 27th, 2013 (6:14 PM).
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                                      Wait, I already know basic ASM, I just need to time to learn more. That's why I ask these things, to learn. Also I was asking because Jambo's Basculin thing does what I described, a custom call to change the appearance, but instead of using the PRNG I want it to check the Gender. Any thoughts?
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                                        #24773    
                                      Old April 27th, 2013 (6:36 PM).
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                                        Quote:
                                        Originally Posted by karatekid552 View Post
                                        Don't screw with flags. They don't really work out well for you. A lot of flags and vars exist in the space in which other stuff, like PC boxes and other flags and vars are stored.

                                        Also, the flags for items, did you check route 1 and see if the flag matches up to the item's flag there? They could be one in the same, in fact, that is what I was thinking when I sent you the link.
                                        Roger that thanks! I won't touch non listed flags. And the flags do match up correctly.

                                        However I think I explained myself wrong. Is there a faster way of knowing what item the flag is? At the moment I'm using XSE to decompile and then looking up the item in giveitem, and if I want to obtain a hyper potion... well thats a lot of decompiling. Bulbapedia helps but I was just wondering if anyone has already taken the time to list each flags corrosponding item.

                                        Does that make sense?
                                          #24774    
                                        Old April 27th, 2013 (7:50 PM).
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                                          I've run into an issue with trying to change Professor Oak's sprite in the intro using unLZGBA. I've followed the correct steps word for word, and my rom booted up fine so I did everything right, I believe. Yet, when I start a new game on VBA, the sprite hasn't changed period and yet when I go back into unLZGBA, the sprite is indeed different.
                                            #24775    
                                          Old April 27th, 2013 (9:18 PM).
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                                            Quote:
                                            Originally Posted by gogojjtech View Post
                                            Wait, I already know basic ASM, I just need to time to learn more. That's why I ask these things, to learn. Also I was asking because Jambo's Basculin thing does what I described, a custom call to change the appearance, but instead of using the PRNG I want it to check the Gender. Any thoughts?
                                            No idea should I recommend doing so or not (because stealing itself is wrong), but you could always track down Jambo's routine and use it by your own means (either credit him or build your own code similar to it).

                                            Then where it does some gender check, you replace that part with "using the PRNG".

                                            Not difficult at all once you've got;
                                            1) Some programming experience with machine languages / Thumb asm
                                            2) Know where you possibly have to look for / store data during the process (debugging helps)
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