- 6
- Posts
- 12
- Years
- Seen Jul 14, 2012
I have Hex Workshop, but honestly no idea how to use it. Any advice on where to start learning this stuff?
Okay, I now understand what the problem that occurring with the routes, not so much the special places. My edited routes listed from Routes 49 - Routes 74 are all replaced Kanto routes. The game somehow still technically thinks that it's the original routes, therefore, the locator icon adjusts accordingly. My Route 73 is literally divided in half. If I walk over to the other half of the route, (lets say it contains 24 tiles and I pass over to the 13th tile) the locator icon moves over one 8x8 box to the right. However, for my Route 50, the locator moves in a range of 3 boxes on the map up or down while walking from the north end to the south end or vice versa. In that case the locator gives me wrong locations on the map and overlaps to other routes on the world map. Does anybody know why this occurs? The locator basicaly start at its coordinated position and moves "accordingly" to it's Kanto routes as if it is hard coded?
As for speacial areas, by (0,0) coordinate, I meant that it appears on the map that way in the far upper left corner no matter what coordinate I had set it in the world map editor. Cities with special locations are perfect, but not routes.
And as for the addition of subregions and Kanto incorporated into my game, I fully understand what you mean now redriders180. Thanks alot.
That wasn't the problem, I think I know what it is now. This explains why my Route 50 locator moved along the route's path. Some of my routes are "opposed." Meaning that I overwrote routes that were either horizontal or vertical with their opposition. So my vertical Route 73 was created over a route that was originally horizontal. That's why the locator moved left to right when I crossed half of the route from left to right. The game was still reading it as a horizontal route. So I changed the map type to indoor and then the locator stayed in its coordinated place at all times. So, in order for me to have the locator smoothy move along the routes, I need to overwrite original horizontal routes with horizontal routes. Is it possible to change a map from "horizontal" to "vertically" (vice-versa) without having to overwrote the correct map? What I mean is not by resizing, but the direction the game reads the route.
I just found something that may hopefully help you. If you go to 0x3F21AC in a hex editor, it appears that those four bytes correspond to the width and height of Route 1. The next four bytes are for Route 2, then the next is Route 3, and so on and so forth. Strangely, this goes in Route-numberical order, i.e. Route 1 -> Route 25, and not in index order (Index order is Route 4, Route 10, Route 1, Route 2...). Maybe editing those bytes will help your map work the right way?
Edit: I just realised the table itself starts at 0x3F2178. The first eleven sets of four bytes correspond to the width and height of each town, and is always 01 00 01 00, since each map is usually 1x1. The next two entries are four Route 4 and Route 10, and are ALSO 01 00 01 00. It took me a bit, but there are two Route 4s and two Route 10s in the index, because both of these spots are flyable. The next entries then go in index order.
Oh thanks! I wonder if any of those bytes correspond to which way the map is read, either vertically or horizontally. I'll check it out! Thanks!
02 00 02 00 as in the locator head would be locked in just one tile on the map, correct? Like all cities are, not matter how big the city may be.
EDIT - Woow, awesome it worked! I changed my starting town (just to test it) and the town became a vertical map! Thanks man, I appreciate for your findings and discoveries!
EDIT 2 - So if I changed that 3rd byte to a 03 the town would become a one tile horizontal 3 tile vertical map?
EDIT 3 - Tried it on Route 49, success! Thanks again man!
How can I change the badge sprites? When I attemp to change it, the pallette messes up.
Sorry, is there a way or a tutorial that explain how to animate a door? I changed the tilesets of my rom and I added a new house, but I don't know how to animate its door... Thanks!
You may also want to look at this tutorial to figure out about the pictures shown when going into certain places.Hello, I have a question. I want to add some new event pictures to my hack, but I don't know how to. If this is to much to explain, could I have a link to a tutorial please? I couldn't find any on this topic...
Thanks
How can I change the badge sprites? When I attemp to change it, the pallette messes up.
First, how would I go about changing the coordinates at which the player respawns after whiting out? I know how to change the map and the map bank, but I want to change the coordinates and also what the game says. This is specifically for the first healing spot in the Player's house. I want him to respawn in his bed, and use different text than the mom text, I just don't know where these things are located.
#dynamic 0x800440
#org @start
checkflag 0x519
if 0x1 goto @done
setweather 0xB
doweather
release
end
#org @done
setvar 0x5016 0x1
release
end
ok, there's something i've been wondering about for a while.
how does one go about displaying those pictures when a character talks (ex: You talk to a main character, and a picture of their face shows as they speak, like in Life of Guardians and other hacks I've seen)?
also, my other question from the last page: what are the advantages and disadvantages(if any) of expanding the rom size?
How do you edit the pallet in the OW editor? It won't let me click the button...
Or can I just cut the image of a mini sprite out and import it into OW?
And another question. With the vs seeker in FR, how do they make it so that after a certain point, the trainers pokemon become stronger? And how do they do that for your rival? Do you have to make multiple copies of the trainers and then just give the later versions stronger pokemon? Or does it have to do with scripting. Can someone explain this to me please?
I have two questions, which I hope will be pretty simple to answer.
First, how would I go about changing the coordinates at which the player respawns after whiting out? I know how to change the map and the map bank, but I want to change the coordinates and also what the game says. This is specifically for the first healing spot in the Player's house. I want him to respawn in his bed, and use different text than the mom text, I just don't know where these things are located.
Secondly, I edited Route 1 in my hack, but kept the same tilesets and dimensions, however whenever I step from Route 1 into Viridian City (which is currently not edited) the tiles at the end of Route 1 that I just stepped off off (about the last fifth of the map or so) all change to random tiles like water or the sides of a mountain or something, but then if I walk farther down the route and they go out of sight, when I come back they're back to normal. My question is just how to fix it so that this doesn't happen anymore.