Blaze The Hedgehog
The Flaming Wolf!
- 88
- Posts
- 15
- Years
- Bangor, Wales
- Seen Aug 28, 2012
Hey, Is there any way possible to modify/edit/replace trainer sprites in R/B?
I am guessing that the OW you are mentioning is maybe created via a level script. Try and remove the level script in your map on the Header tab of advance map.
NOTE: Save a back-up copy of your hack before performing this.
I am guessing that your given free space is near some existing data of the ROM. Usually, we should find free space that has A LOT of free space available, and not near any data.
#dynamic 0x<offset>
#org @start
lock
faceplayer
msgbox @1 0x6
release
end
#org @1
= Test\nText.
Hello (first sorry about my English, I'm Dutch),
I want to make a wild battle script. I have te overworld of a Lugia. I make my wild battle script in PokéTronic, because I'm not very good with scripting. But when you fight with the Lugia and the fight is over he's not away... How can I make a wild battle fight, that when the fight is over that the Pokémon is gone?
I'm a beginner so maby someone have a tutorial or a easy script or something?
Hey, how do you get scripts in XSE to work correctly? I have tried so many times, but it never does what it is supposed to do. Here's the script:
I compiled it and copied the offset over to A-Map, but it still won't show text. I can click and the person will face me as intended, but it won't show the text box at all. What do I do?Code:#dynamic 0x<offset> #org @start lock faceplayer msgbox @1 0x6 release end #org @1 = Test\nText.
how do make the hero move when the hero goes on a certian tile example:oak stops you from going into tall grass if you have yet to get your starter
i dint mean to make the :0 face it was supposed to be example: oak...ext
how do make the hero move when the hero goes on a certian tile example:oak stops you from going into tall grass if you have yet to get your starter
i dint mean to make the :0 face it was supposed to be example: oak...ext
#dynamic 0x<offset>
#org @start
countpokemon
if 0x1 goto @success
goto @fail
end
#org @fail
lock
msgbox @blocked 0x6
release
applymovement 0xFF @moveback
end
#org @blocked
= Nope...
#org @moveback
#raw 0x12
#raw 0x12
#raw 0xFE
#org @success
end
Uhh, okay, I've got another question. Where on earth are the hero's backsprites? o_O I looked through literally every picture on unLZ, and I didn't see them. Are they one of the many unidentifiable scribbles, or do I need another program entirely to edit them? Help?
Write the flag of the script to your OW's Person I.D.
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The sprites are compressed. You will have to extract the images, decompress them, and edit them, then recompress and insert them back into the ROM.Hey, Is there any way possible to modify/edit/replace trainer sprites in R/B?
I found the search function! Yay for me. My search criteria were too weak or the results were not obvious / buried in threads with lots of posts. I found this simple question thread so I'll ask it here.
I'm interested in an IPS patch. I think it would have been done before, but it's not a full-blown hack so much as a simple mod and I can't find a simple mod section of this forum. I can only find the hacks that are basically new games.
This IPS patch would take out the Emerald-ness to Pokemon Emerald US (and or UK if they are different). By this, I mean I'd like a patch to make Brendan and May's characters (in overworld map view when running/fishing/biking/surfing, pokemon trainer card, and in battle-back-view when throwing pokeballs out) to look like they did in Ruby and Sapphire.
I've attempted to do this myself and only made it so far as to get the pointer to the 'green bandana/backpack' Brendan and May of the trainer card sprite/choose gender screen to point to the sprite for the Ruby/Sapphire version. I used RS Ball for that.
I'm now working on the graphics for the characters when in overworld 'walking around mode' / fishing / surfing / bike riding mode. I opened it up with Overworld Editor Rebirth Edition v1.1.3, but I have kind of a problem figuring out how to copy over characters from ruby to emerald. I had to resort to opening up emerald and ruby in programs side-by-side and editing each pixel of each from by hand since I don't know how to copy full tiles over. It doesn't help that I'm color-blind to dark-blue and black.
That got me to thinking... I bet someone else has already done this somewhere so I decided to look. If anyone can point me in the direction of something that sounds like what I'm after, that would be great.
Also, a while back, I made a simple map mod of Route 132, 133, and 134 of Hoenn that removed the rapids from those areas so you could freely surf around and pick up and fight the people and things you needed to in those areas without the need to fly back to Pacifilodge Town and riding the rapids over and over.
My PC hard drive failed since then, but I plan on doing this again and making another IPS patch for myself. I was curious if I did that again, I'd like to share it with the community. Before it was just made by myself for myself and never released. Is there a place for stuff like that here that I could share it? Again, all I can find are full-blown hacks that are basically new games.
Thanks in advance for any kindness and help anyone offers.
Oké I understand, but when you make a script with PokéTronic you don't see the script. You must choose the level and the Pokémon and than you get a code. That code you must type by advanced map, but you don't get a script where you can place the flag in. And... I'm not good with scripts, so how can I make a script with a flag?
Just export each of the frames from Ruby/Sapphire in Overworld Editor (File > Export Bitmap) and import them into Emerald (File > Import Bitmap). If you need to, click the "Import Palette" checkbox as well to change the color scheme to match.
Thank you Metapod23!!! That helped so much. I now have the overworld characters looking like they did in Ruby. I have the characters displayed on trainer card / gender select screen / vs Trainer May/Brendan all looking correctly how I wanted. My only remaining problem is how would I go about changing the character's backs in battle when they throw out pokeballs at the start of battle?
I have some thoughts, but if there is an easy way / easy tools that someone knows of, that would be great.
Edit: RS Ball can do the backs of Ruby, but says: Trainer Backpics not specified in the INI.
Edit: Dang it. Pallets are messed up on a few NPCs. Gonna have to mess around with overworld sprites some more.