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

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It iis possible to implement MUGSHOTS to Pokemon Ruby for all trainers like have E4?

Mmmm.

sssshhhh.....
Le pug is talking.

If you're talking about showing a pokepic of the trainer in the corner above the message box, simply find the "pokemon species" you want to use (you'll probably have to edit the sprites of unused pokemon into the trainer sprites you want) and you'll have to figure out what coordinates you want to use (X,Y).

the command in XSE is

showpokepic 0x#pokemonspecies# 0x#Xcoordinate# 0x#Ycoordinate#

and to end it,
hidepokepic

so for an example, Tyranitar in ruby is 0xF8 and the center of the screen is 0xA 0x3:

Check out this spoiler
Spoiler:



I hope this has helped you and that I answered what you were looking for.


...okay le pug is done.
still sssshhhh.....
 
It iis possible to implement MUGSHOTS to Pokemon Ruby for all trainers like have E4?

I'm sure you won't be surprised to hear that it requires ASM, just like so many of your previous questions in this thread.
 
So, im trying to use the tut by BJBottomz to expand the canvas of the sprites on NSE from 16x32 to 32x32, and on step 4, I believe, where it says to go to prefences and so on, for some reason my NSE doesn't have those options. I also just got a new laptop with windows 8. I don't know if that's the problem or theres something else I can do, but ive already tried redownloading it.
 
You had a very old version, and it had not yet supported it.
 
Okay, so now im stuck again...I follow the tut, the only thing I don't do is uncheck the box in the preferences at the beginning, because im editing the hero sprite and it doesn't have 9 frames. so I go through and edit each frame to a new offset and overwrite it, but then after that and I go to import my sprite, it looks good on the first frame, but then on all of the next frames, this kind of thing happens. What did I do wrong? :/
 
Okay, so now im stuck again...I follow the tut, the only thing I don't do is uncheck the box in the preferences at the beginning, because im editing the hero sprite and it doesn't have 9 frames. so I go through and edit each frame to a new offset and overwrite it, but then after that and I go to import my sprite, it looks good on the first frame, but then on all of the next frames, this kind of thing happens. What did I do wrong? :/

I'm not expert at this kind of thing, but If I were to guess, I would say maybe your picture doesn't have the correct dimensions? So it's not 32x32.
 
It is 32 x 32, I see. Maybe you need to import to a new offset. Also, the hero must have more than just 9 frames
 
It is 32 x 32, I see. Maybe you need to import to a new offset. Also, the hero must have more than just 9 frames
how would I do that? and yeah, that's why I didn't uncheck the box, cause I thought it said that you uncheck the box if the sprite has 9 frames, but mine has more, so I didn't uncheck the box.
 
In the preferences screen, go to frame, then offset. That's the offset for the specified frame.
 
In the preferences screen, go to frame, then offset. That's the offset for the specified frame.
Yeah, in the tutorial it says to get a new offset and replace it, which I end up doing. So i give each frame a new offset. at first they all had the same offset, o when i would import 1 sprite, it would be the same on all frames, but then when i gave each a new offset, that didn't happen, but it still doesn't answer why it get scrambled.
 
It should not get scrambled if you click import... That's weird
 
Yeah, in the tutorial it says to get a new offset and replace it, which I end up doing. So i give each frame a new offset. at first they all had the same offset, o when i would import 1 sprite, it would be the same on all frames, but then when i gave each a new offset, that didn't happen, but it still doesn't answer why it get scrambled.

What version exactly? I have an issue with a custom version of 1.7.2.2 where this happens. On 1.7.5.X, this is not an issue.
 
Question time~

I am currently following a tutorial on adding new attacks into a Ruby ROM.
I am following Jambo's tutorial.
Things are going smoothly but, a question suddenly popped in my head.


Now, navigate back to 0x250C04 and copy (12 * number of new attacks) worth of data. This should ensure that the new attacks you add inherit some sensible data which PGE can work with.

Since I am adding 157 new attacks, this step asks me to copy 1884 bytes of data (12 * 157).

And now my question: how can one actually know they copied 1884 bytes of data?

Do I need to...
(1)navigate to the address (e.g. 0x250C04) and just simply add 1884 to it (result would be 0x252488), and then copy the data from the address (e.g. 0x250C04) to the result (0x252488) or...

(2)do I first have to convert the address (e.g. 0x250C04) into decimal (result would be 2427908) and then add 1884 to it (result would be 2429792), and then convert back to hex (result would be 0x251360), and then copy the data from the address (e.g. 0x250C04) to the result (0x251360)?

Thankies~
 
ok quick question. anyone know what this means?
"invalid pointer to map footer"
it appears when i try to load a map i have edited in advmap.
 
Is it possible to make pokemon follow you like in HG/SS in FireRed? Also, is it possible to put something similar to poke amie from X/Y in FireRed? (I'm thinking no, but one of us really wants to know)
 
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