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

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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.
 
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.
 
How hard is it to replace Pokemon?

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. :nervous:
 
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.
 
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)
 
Hiya Community...i'm wondering is there a simple way to edit tiles...like with A Map?????
 
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?
 
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???
 
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.
 
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!
 
Yeah thats right^^ by Firered, the bachground bytes are 20 corectly^^
 
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.
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*
 
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:
[SIZE="1"]#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[/SIZE]
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:
 
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?
 
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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