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megiddo said:How can I tell? And it looks weird when I make it 64 x 64.
You have to make an assumption or just add blocks of each colour used next to the sprite.
megiddo said:How can I tell? And it looks weird when I make it 64 x 64.
Well if you look after Celebi there is some extra space, you can see this by looking at Advance Map or even RS Ball. There should be at least 25 ?? Pokemon, glitch Pokemon that R/S/E/FR/LG has added into the game. You can edit those and add in there new data using hex.
How do I make it so you find a pokeball which has charmander in it?
How do I make people disappear like when you pick up an item, the pokeball disappears? 0x60 only makes the sprite disappear but you can still talk to the person.
How do I make people disappear like when you pick up an item, the pokeball disappears? 0x60 only makes the sprite disappear but you can still talk to the person.
#raw 53
#raw [peopleNumber]
#raw 00
setflag [peopleID]
Just check the offset of the scripts leading out of the first town. Although you'll need a bit of experience in hex to be able to change it, I doubt you'll be able to decompile it in ScriptEd or something.I believe you have to something about inserrting a flag so that it will be a one-time event. You should be able to find a scripting tutorial anywhere that tells you how to do it properly.
Also, can somebody please tell me where to find the script (not Offset) for the Poocheyena event with Prof. Birch at the start of Ruby Version. I want to edit it so that when I interact with the bag, I'm automatically given a certain Pokemon instead of choosing one, and so that after you pick the item, a battle will start.
It's not and item code it's a flag:Does anyone know what the give item code for the original pokedex for fire red is?
I know the national dex is special 0x16F...
Thanks...
Just check the offset of the scripts leading out of the first town. Although you'll need a bit of experience in hex to be able to change it, I doubt you'll be able to decompile it in ScriptEd or something.
Madridista said:Can anyone post the latest GoldMap?
You need the above in the pokeball script.Code:#raw 53 #raw [peopleNumber] #raw 00 setflag [peopleID]
#raw 53
#raw 03
#raw 00
setflag 0x03
There is a difference between People Number and People ID. The People ID is down the bottom. If I assume that the people number is 3 and 0x200 is unused you would have:Umm just to be sure I get this, lets say the pokeball is people id 3
so in the script would I put:
or would the setflag be a normal flag like 0x200 etc.?Code:#raw 53 #raw 03 #raw 00 setflag 0x03
#raw 53
#raw 03
#raw 00
setflag 0x200
It's difficult to say what went wrong without a picture. Maybe you forgot to import and repoint the pallete?hi all have a problem... there is this lucario sprite (both front and back)i want to insert into a pokemon ruby rom, i have set the png pic to 64*64 and set it to 16 colours, have insert it into empty offsets using unlz-gba and using gs-ball have redirect a pokemon slot to the offsets, but the images both front and back always came out garbled! Is the image not indexed properly, or have i miss out an important step or wat? Any help appreciated!
i was thinking it could be a pallette prob... when i import my image to unlz-gba i could see a lot of colour pallettes on the bottom right hand side. how do i import and repoint the palettes and ensure it is fully indexed?
here an image, only the front:
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