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

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Well if you use NSE Classic you can export the pallet of Gary and a sprite library of him and import it back in over the hero. But there will still be things such as the fishing sprite that will be the normal hero unless you edit it.
Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
 
Ok, well in NSE when I try to transfer Gary's sprites to replace the Hero's, I get this message. Which says it won't work because the hero as 19 sprites (fishing, running, etc) as opposed to Gary's main 8. Is there any way around this? I just plan to use Gary's main 8 sprites. Thanks
Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them *image removed*.
 
Well in that case you should import the frames one by one, by exporting the bitmaps and then importing them over Red's. Shouldn't take too long.

Also, if you ever decide to replace all frames with Gary's, T (the shadow) has made a sheet with them *image removed*.

That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!
 
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That worked perfectly, and thanks for the sprite sheet. How do I import the extra T (the shadow)'s sprites, do I just cut them out of the sprite sheet and make them .bmp's, or can I import them all at once somehow? Cause I tried importing the sprite sheet as a sprite library but I think the libraries must be NSL files. Thanks!

You'll have to cut them out one by one, index them with the exact same palates in the exact same order, and then you could insert them. NSE 2.X can help enormously with its color match tool, which can match up index palates so they work right.
 
So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.
 
So what's the deal with the tilesets in Advanced Map? Sometimes they just come out really glitchy and other times they work fine. Is there a way to avoid the glitchyness?

Thanks a lot to anyone who can help me with it, it's really frustrating to create rooms with these glitchy tilesets combinations.

What kind of glitchy-ness are you talking about?

Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.
 
What kind of glitchy-ness are you talking about?

Depending on the size of a new tile you insert and what you're replacing to put it in, you may have to remake parts of the tileset using A-Map's tileset block editor.

Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.
 
Just when I create a new map in Advancemap, I have to select width and height and then choose 2 tilesets. Most of the times, when I choose those two tilesets, they come out glitchy and are impossible to use for creating maps. Although sometimes I choose a different combination of tilesets and they come out fine.

That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.
 
As a feature in my hack, I want to have a gym leader rematch system similar to HGSS. Is there a tool that can include the day of the week along with the RTC?
 
That's because there are two tilesets that should always be used in Tileset 1 (0 and 12 in FR/LG, 0 and 14 in R/S/E) depending on whether you're making an exterior or interior map. These tilesets should always be used because they provide a 'backbone' for the secondary tilesets which borrow tiles from them and are the reason why everything looks 'glitchy'. You can't put two tilesets which have been designed as secondaries together so you are limited in that regard.

Well, that makes kind of sense. I'll check to see if it works later. Thanks for the answer!
 
I found a moveset editor in Pokemon Amplifier 0.94 Public. when I try to open Pokemon Crystal with it, it gives Run-time '6' Overflow or whatever as an error, and closes, despite it's supposed to be for the GSC games. what is the problem?
 
Does anyone know how to change the warp location of Prof. Oak?

At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.
 
Does anyone know how to change the warp location of Prof. Oak?

At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.

I'm not entirely sure what you're asking about. Do you want the event to be skipped entirely or do you want to be warped somewhere else when you go into the lab?

Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.

Here, try this bro. :D
 
Okay stupid question but does anyone have a copy of XSE 1.1.1 they could send to me? I can't for the life of me find it. The only copy of XSE on the whole internet it seems is on WAH which is only version 1.0.0 and is glitchy.

Here's a link.
Hope it works. =/

Does anyone know how to change the warp location of Prof. Oak?

At the beginning of the game you have to try and go to Route 1 but get stopped. He then takes you to his lab. I would like to know how to change it so he doesn't take you to his lab when he walks through the door. Thanks and sorry if I confuse anyone. :P.

Um...
Open the FireRed ROM with Advance Map.
Go and view the Events of Pallete Town.
Open the script with XSE.
Change the warp values to your desired destination.
 
@destinedjagold Looked at the script in XSE but couldn't find the warp values.

@DrFuji Just on lab entry, destinedjagold said something about warp values?

EDIT: Looked at the script again and found the warp values. Do I change 0x4 and 0x3 to the map base and map no. I want?
 
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Much appreciated ;D

@ Nirvana:

In Pallet Town, click the Green S' in the top corner. In XSE, search for this:

warp 0x4 0x3 0xFF 0x6 0xC

This is the warp code. Edit 0x4 to change the map bank and 0x3 to change the map number. For example, changing it to 0x3 0x1 would warp you to position 0x6 0xC in the Viridian City Map. You can change 0x6 to whatever X co-ord you want and 0xC to whatever Y co-ord you want. Hope that helps.

e ninja'd
 
@destinedjagold Looked at the script in XSE but couldn't find the warp values.

@DrFuji Just on lab entry, destinedjagold said something about warp values?

Edit: Haha seems two people already answered this for you :)

Here's the script, I've highlighted the warp command for you.
Now here's how the warp command works:
Code:
warp 0x4 0x3 0xFF 0x6 0xC
0x4 = map bank
0x3 = map number
0xFF = warp number, however when it's FF, don't warp to a warp but to coordinates on the map.
0x6 = x coordinate, should be 0 if warping to a warp
0xC = y coordinate, should be 0 if warping to a warp

Script with highlight:
Code:
'---------------
#org 0x1655ED
lockall
setvar 0x4001 0x0
goto 0x8165605

'---------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsg
pause 0x55
closeonkeypress
applymovement MOVE_PLAYER 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement MOVE_PLAYER 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A MSG_KEEPOPEN '"OAK: It's unsafe!\nWild POKéMON li..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement MOVE_PLAYER 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
[S-HIGHLIGHT]warp 0x4 0x3 0xFF 0x6 0xC[/S-HIGHLIGHT]
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement MOVE_PLAYER 0x8165731
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement MOVE_PLAYER 0x8165744
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
 
I can't seem to find the offset for the backsprite of Brendan in Pokemon Emerald, using unLZ. Could someone give me a hand?
 
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