So im having a little trouble with making an above water bridge that will let you encounter pokemon underneath (with a water background. got it to work once but with a grass bg :/ ) but not encounter pokemon up top. i know it worked in emerald with the cycling road, and that was set to just 70 00. i tried that on FR, but no luck. I tried several different combinations that i could think of, but nothing seemed to work
and no, the encounter rate was not all the way down. i checked it. you can find pokemon just fine in the normal grass and normal water blocks.
anyway, if someone could help me out, itd be appreciated, because having pokemon not appear under a bridge above water doesnt make sense, especially if the can be found the next tile over. What, are they trying to avoid getting eaten by a troll or something lol?
Your Emerald method didn't work because R/S/E's behaviour and background byte effect don't correlate with FR/LG's effects. Try setting the behaviour bytes to 11/15, 04 (depending on what type of water you're using) and the background bytes to 00, 22. This should allow you to find Pokemon underneath the bridge, but I'm unsure as to whether you'll also find them on top the bridge as well. You'll have to try that out for yourself :D
When using the countpokemon command, can you have it check if the variable is greater than a number, rather than simply equal to it?
countpokemon
compare 0x800D 0x3
if 0x2 goto @Continue
diegoisawesome's XSE tutorial said:Lower Than (0x0)
Equals (0x1)
Greater Than (0x2)
Lower than or Equal to (0x3)
Greater than or Equal to (0x4)
Not exactly equal to (0x5)
Hello all.
I started work on a Let's Play of Pokemon Crystal a little while ago (on VisualBoy Advance), and I was hoping to find an editor or whatever that would let me change the evolution requirements of pokemon that require trading (as I obvious can't evolve them otherwise). I'm not sure if editor is the correct term, but that should get the gist across. Do you have any suggests? As far as I can tell YAPE doesn't work on gen 2 games. Thanks!
I did a search for this, but being new to the forums I have no idea how well I did, but obviously my search was unsuccessful.
I want to use the SeaGallop boat (in the Sevii islands) animation in FR, but when I insert it into a script (special 0x17B), instead of warping the player to where I want, it warps them to Vermilion City automatically, even though I placed a warp command after to take the player to where I want. :/
Is there any easy way around this without having to hex edit? Thanks.
Try reading this documentation. You can apply the modifications using a hex editor.Anyone have any suggestions? Is this even the right thread for this question? Is this question even forum appropriate (I'm assuming it is since a mod hasn't wiped it already)?
Sawakita said:Try reading this documentation. You can apply the modifications using a hex editor.
Are you able to rom hack and edit Pokemon pearl platinum diamond soul silver heart gold fire red leaf green and add the new black an white Pokemon into the games? By editing and Rom hacking? Thanks :).
Is there any tools or information on how to do rip the tile sets from gen 3 games? Advance Map does not rip them the way I need them to be. I need the top/bottom layers to not be merged.
For 3rd Generation, (FR, LG, R, S, E) you can do that easily. Use YAPE to change the stats, UNLZ to change the sprites, etc. For later games, I'm not so sure. We've haven't even reached the point where it's easy to make a 4th or 5th Generation hack - though some people are still doing it.
I want to use the SeaGallop boat (in the Sevii islands) animation in FR, but when I insert it into a script (special 0x17B), instead of warping the player to where I want, it warps them to Vermilion City automatically, even though I placed a warp command after to take the player to where I want. :/
Is there any easy way around this without having to hex edit? Thanks.