SkyStar
is a Sith Lord
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- Seen Mar 30, 2012
Is there a way to change the pokemon appearance chance on advance map to say, 10 10% pokemon
Does anyone know the offset of the script that executes once you lose a battle and go to a Pokémon Centre? As in, where the healing animation takes place, Nurse Joy tells me they hope I excel etc. Not the text, the actual script itself.
0x1A654B : executed after battle fades, before "scurried home/to PC" text
0x16a2cb : viridian city 'sethealingplace' script (type 3)
0x1bc05c : 'special 0x182' script (type 5)
0x1A8DD8 : home script (mother heals your team)
0x1a8d97 : PokeCenter Script (Nurse Joy heals your team)
Is there a way to change the pokemon appearance chance on advance map to say, 10 10% pokemon
So it's been a VERY long time since I've played with hacking roms and to be honest the GBA games are somewhat alien to me but I'm getting it it.
My question is this. I'm playing around with a hack of emerald and it's a island chain. I thought it would be fun to have the map change... Sometimes it's tide pools on land and other times you need to surf. Does anyone have an idea for how I can make this happen? could I use two maps in the same place?
There is way more than enough room in original 3rd gen pokemon games for adding that kind of stuff. I'm playing myself with a rom file that has only ~15% of free space and even that's more than enough. In FR and Ruby, I think about half of the rom file is completely empty.Hiya Pokecommunity! I've recently been playing with the idea of expanding my rom to 32MBs, in order to put in more towns and maps. But could someone help me by explaining the pros and cons of expansion, to help me decide?
Hiya Pokecommunity! I've recently been playing with the idea of expanding my rom to 32MBs, in order to put in more towns and maps. But could someone help me by explaining the pros and cons of expansion, to help me decide?
You need to add comdlg32.ocx to your library of framework files. You can just add that file (which you can find a working copy easily online) to the same file that sappy is in.i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
Pros- More room to store scripts, and any other data that would require you to use free space finder.
Cons- None really, Besides longer download times if you were to make a patch. Lol. It's completely safe.
There is way more than enough room in original 3rd gen pokemon games for adding that kind of stuff. I'm playing myself with a rom file that has only ~15% of free space and even that's more than enough. In FR and Ruby, I think about half of the rom file is completely empty.
That doesn't actually qualify as something that would probably be a bad thing but then again, patch files are. IPS patches are made so that they can only be made to write data to an address that can be defined with 3-bytes so basically, from $000000 to $FFFFFF. I may not remember right but I think the offsets after the first 16MB are bigger $1000000.
i found a copy of sappy 1.6 on another forum site but when i run it i get this error.... Componet 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. So again where can i find a copy of sappy that works or how do i make this version work?
Here's what you could do. Just use setmapfooter instead of setmaptile. Besides, you'll save CPU power if you do that.I was brainstorming some story elements for my hack, and I had the idea that one of the towns would be pretty much destroyed at some point in the story. I've thought of a few ways I could go about showing this, but there's a few snags that each method would have.
First, I would have a *large* setmaptile script that would end up replacing all the buildings with their burnt down versions. However, this is a REALLY big city, so this script would be really long and a pain to write, and it might make the tileset too large, but this way would probably be the easier route to take.
The other way I thought of would be to make a separate map, possibly with its own tileset if need be, and just have the warps change in the route gates after a certain point. But with this method, if you tried to fly to the city, I dont know how to make sure it takes you to the destroyed version instead of the normal version.
I was thinking of involving Celebi-time-travel in the story, where you would go back in time to stop the city from being destroyed, so after you fix the timeline to where the city isnt destroyed, the city would need to go back to normal.
Im guessing the setmaptile script would end up being the easier way of doing this, but Id like some other people's thoughts on how I might go about doing this.
(Graphics, story, and fakemon elements are my forte. Scripting is not whatsoever, so Im not sure what exactly is possible with this sort of thing)