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- Seen Jan 8, 2017
Hey guys, when I open Overworld Editor it says "Error loading INI settings for this game" when I load my FR Rom. Why is it doing this and is there any way to fix it?
It's refusing to warp. I've tried searching for a way to solve it, and I've tried quite a few different things to resolve the issue, but nothing's worked. The warp isn't working. Also, I've set up warps for things such as doors without any issues. I'm only having a problem with stairs.
Thanks guys, getting XSE now.
I've started opening some tools I already downloaded, but there's this one that refuses to open: CyclonePrototype. I get an error everytime. I've tried every solution I've searched for, but none of them work. Is there a way someone can reupload it with the right files it needs to run (the one I downloaded had just the program), or tell me if there's another program that does everything Cyclone does?
Hey guys, when I open Overworld Editor it says "Error loading INI settings for this game" when I load my FR Rom. Why is it doing this and is there any way to fix it?
There are some special tile behaviours that facilitate you going up and down stairs. When you hover your mouse over a tile in an untouched FR map in Advance Map you can see that specific tile's number. In a map with stairs you should be able to notice that the tile number changes when you compare the tile at the foot of the stairs to the rest of the similar looking tiles in the map. For example,on the bottom floor of Celadon Mansion - Instead of being tile 0x282, the tile next to the stairs is tile 0x2F1. It is necessary to have this tile as it provides the warp functionality, which you can see because it has a behaviour byte of 0x6C when you view it in the tileset editor. There are four of these sorts of tiles which accommodate for you going up and to the right (0x6C), up and to the left (0x6D), down and to the right (0x6E) as well as down and to the left (0x6F).
Anyway, either make an extra tile which has the correct behaviour byte or use one already in the tileset and place it next to the stairs.
This may be a dumb question, but this really is the only thing bothering me. Everthing else I can work with. Is it possible to start completely from scratch using advance map?
Is there a limit to how much you can change or add to a pokemon rom? I mean, is there a limit for how many new maps I can insert or how many trainers there can be?
Which offset is Bill's level script in Cinnabar Island?
The bridge tiles need to have a background byte of 00, so that they cover the hero when they walk normally under it, and not $20, block is covered by hero. The bridge itself needs to be covered in 3C movement permissions, of course. The upper part of the bridge, on both sides of the bridge, needs to have movement permissions of 10. Example in the spoiler.
Spoiler:![]()
Did all that still getting the problem of the hero walking over instead of under.
EDIT: NEVER MIND I FIGURED OUT THE THING I WAS DOING WRONG WAS NOT BUILDING THE BLOCK WITH A BACKGROUND.
Thanks!
Can someone write me or explain me how to write a script for a Move Tutor that learns Surf to Pikachu ONLY and ONLY with max happiness?
Wouldn't you be able to use the scripts of the Blast Burn/Frenzy Plant/Hydro Pump tutor, but change the values to Pikachu and Surf?
Out of curiosity, how exactly does the coding for the rival work, with how he uses different pokemon depending on the starter you choose? Curious because I kinda would like to explore the possibility of multiple 'rivals'.
I copied and pasted the Pokecenter script word for word from a clean Fire Red ROM onto my hacked ROM and when I tried to access it in-game, it worked up to the part where she says "Thank you for waiting, we've restored your Pokemon to full health."
After that text finishes loading, the game freezes and spasms out on colors (Shown below). What is the cause of this?
Spoiler:![]()
I've tried looking through the forums here, but haven't found an answer to the question, which I will pose here:
What are the maximum dimensions for over world trainer sprites in the 3rd gen games? I know they're probably different between R/S/E and FR/LG, so I might need both. However, I'm mainly concerned with Emerald, since that is the base my friend wants to use for a hack. I've volunteered to do some graphics work for her, so I would like to know before I get to creating sprites.
Sorry if I'm seeming newbish, but I really would like to know. (and yes, I'm aware that the in-battle sprite dimensions are 64x64. I need over-worlds.)
(Also yes, I've seen Metapod23's tutorial for inserting, as well as Chesu's guid to making the sprites. Neither actually seems to say the dimensions I can use.)
I've tried looking through the forums here, but haven't found an answer to the question, which I will pose here:
What are the maximum dimensions for over world trainer sprites in the 3rd gen games? I know they're probably different between R/S/E and FR/LG, so I might need both. However, I'm mainly concerned with Emerald, since that is the base my friend wants to use for a hack. I've volunteered to do some graphics work for her, so I would like to know before I get to creating sprites.
Sorry if I'm seeming newbish, but I really would like to know. (and yes, I'm aware that the in-battle sprite dimensions are 64x64. I need over-worlds.)
(Also yes, I've seen Metapod23's tutorial for inserting, as well as Chesu's guid to making the sprites. Neither actually seems to say the dimensions I can use.)