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

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Question regarding Backpics.

Hello,

I've searched through this topic and the "Hack" related topics.
I couldn't find the right answer for my problem.

So.. let's go.

1. What I know already:
I know that I need Tilemolester for the Backpics of the Trainers.
I know the Offset for the Trainer Backpics.

My problem:

When I access that area it's all scrambled up, no matter which pallette I try it continues to look horrible..
I cannot get the correct colors as how they are in the game, and the Backpics are scrambled to bits.

My Question:

What pallete number do I need for the backpics to show "NORMAL"
How do I fix the "Scrambled" effect of the backpics.

I doubt people edited their backpics this way, since it's.. well I think impossible.
I wish there was something easier like exporting the backpic and editing in paint and importing it.

But then I'm probably asking too much..
I hope someone can help me, and I hope I didn't ask too much for my first post.


Greetz,

Red
 
Hello,

I've searched through this topic and the "Hack" related topics.
I couldn't find the right answer for my problem.

So.. let's go.

1. What I know already:
I know that I need Tilemolester for the Backpics of the Trainers.
I know the Offset for the Trainer Backpics.

My problem:

When I access that area it's all scrambled up, no matter which pallette I try it continues to look horrible..
I cannot get the correct colors as how they are in the game, and the Backpics are scrambled to bits.

My Question:

What pallete number do I need for the backpics to show "NORMAL"
How do I fix the "Scrambled" effect of the backpics.

I doubt people edited their backpics this way, since it's.. well I think impossible.
I wish there was something easier like exporting the backpic and editing in paint and importing it.

But then I'm probably asking too much..
I hope someone can help me, and I hope I didn't ask too much for my first post.


Greetz,

Red
chenge the codec, it's in on of the menus above.
If you can see stuff but it's bad arranged, hit the + and - buttons to aling them
 
chenge the codec, it's in on of the menus above.
If you can see stuff but it's bad arranged, hit the + and - buttons to aling them

Thanks I'll try that out.
I'll respond as soon as it works/or not works.

- Edit - :

Okay! I think I formed the perfect trainershape now.
It took a lil bit of + + + but it looks okay now.

How do I get the colors to make any sense? the entire codec stuff I tried them all and they remain in the *negative* color atleast thats how it looks!

Anyone have a little tut on this? or well a bit more advice?
Thanks Teh Baro! your advice helped me another step further!
 
Last edited:
Thanks I'll try that out.
I'll respond as soon as it works/or not works.

- Edit - :

Okay! I think I formed the perfect trainershape now.
It took a lil bit of + + + but it looks okay now.

How do I get the colors to make any sense? the entire codec stuff I tried them all and they remain in the *negative* color atleast thats how it looks!

Anyone have a little tut on this? or well a bit more advice?
Thanks Teh Baro! your advice helped me another step further!
Edit the pallete below so it is the same as the sprites in the game.
You have various ways of doing this:
- go to the pallete viewer in VBA and find the pallete. Seek it in hex and load the pallete from the rom using the offset (hard way)
- go to the pallete viewer and find the pallete, then edit the pallete so it has exactly the same colors as the original sprite, double clicking each color to edit it
- Same as 2nd, but with approximate colors.
 
Ok never mind my last promplem I solved it.

On pokescript whenever i put a script on my rom. Then I went to AM to put the script into my game. Whenever i went to that event in to the game it froze.

Any ideas?
 
Thanks! I found the correct pallete!
Thanks a lot man! you saved me!

Now all I gotta do is change it to something awesome.. I'm probably not sleeping for another 8 hours..
Hahaha I love this feeling.

Thanks a lot yet again!
 
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Ok never mind my last promplem I solved it.

On pokescript whenever i put a script on my rom. Then I went to AM to put the script into my game. Whenever i went to that event in to the game it froze.

Any ideas?
 
Did you insert the script right?

Here is how, check to make sure your doing this:

Write script on notepad: make sure it is correct.

Save it under all files, then save it as a .rbc file.

Right click it and press compile script.
Bifrite should open.
Click the book thing and click your rom.
Click the blue thing adn double click the first script.
Copy the first scirpt besides teh $H
Go to file adn press burn.

Insert it in AM
 
That's what I did except I right clicked file on the pokescript window and then clicked encode because whenever I press complie it come up with this:
------------------
Run-time error 6

overflow
------------------

PS: Sorry for posting twice my computer was slow ans I didn't think the first message made it through.
 
That's what I did except I right clicked file on the pokescript window and then clicked encode because whenever I press complie it come up with this:
------------------
Run-time error 6

overflow
------------------

PS: Sorry for posting twice my computer was slow ans I didn't think the first message made it through.

Thats happened to a lot of people before. I dont remember the reason, but if you look at some scripting tutorials, look at the replies.
I bet at least 1 will answer why thats happening (i don't htink encode will work)
Check out Follumps scripting tutorial, Spenceroones (is that how it is) scripting tutorial
 
New question!
---
I've been wondering this for sometime..
Is there any "file" or document that holds all the Pokécry's?

I had to dig into the elitemap to find a cry it was mewtwo's
But there must be some document out there already with all the known cries?

Thanks in advance!
 
Last edited:
How to make to change the size of tileset 2 in a-map without making bug in the ROM?

Sorry, having a little trouble understanding.
But from what i see, you can't make tileset 2 bigger, you just have to change the tiles.
 
How do I give badges or atleast the ability to surf?
 
FHJoker said:
How do I add more legendary Pokemon battles in Pokemon Gold?

You would need to direct the pointers of a sprite(replacing the old pointers) to a new location, one that is in blank space but stays in the bank. In that new location you would have to put [5C][Pokemon][Level][1E][03][Type of Fight*][5E][82][7A] but if you want to go back to a Pokemon Centre went your Pokemon faints then add in a [5F] code after the [5E] instead of the [82][7A]

* 09 for "A wild PKMNNAME appears."; Withdraw possible
* 08 for "PKMNNAME falls from tree."
* 07 for a shiny PKMN
* 06 for win without actual fight
* 05 for fight with possible withdraw
* 04 for "The caught PKMNNAME attacks." (Rod)
* 03 for fight with DUDE's back pic
* 02 for fight with HIRO's back pic
* 01 for fight with possible withdraw
* 00 for fight with possible withdraw


pokeglitch86 said:
How do I give badges or atleast the ability to surf?

You would need to enable the flag for which badge is given or which ability is to be used, you can do that using a script editor or hex.
 
Mm I Know theres a way to enable the national dex by scripting with ScriptED, but is there a way to enable the national dex using Pokescript? :o (Which flag is it)
 
Ok well i got pokescript. i just need to know the flag for surf.
Anybody?
 
how do i put them in using goldmap, arent there any specific numbers to add to the code so it can be put in with goldmap? Also how can I make some of them roam around the region like entie, suicune, and raikou?
 
Last edited:
Can someone tell me what's wrong with this script? It's supposed to give you Togepi, ask if you want to name it, and enable the pokedex/menu.

#org $begin
lock
faceplayer
checkflag 0x200
if B_true goto $gotit
givepokemon 175 5 0
jingle
message $name
$name 1 = Would you like to name Togepi?
boxset 5
compare lastresult b_false
if B_true goto $done
namepokemon
setflag 0x828
setflag 0x829
giveitem 0x4 3
setflag 0x200
release
end

#org $done
lock
faceplayer
setflag 0x828
setflag 0x829
giveitem 0x4 3
setflag 0x200
release
end

#org $gotit
lock
faceplayer
release
end
 
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