GoGoJJTech
(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
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- Seen Dec 9, 2016
It's already max size because if you put it as the second tileset in the map header it doesnt make it bigger anyway
Could someone be my sensei and teach me all about coding in hack making? I've been wanting to make my own Pokemon hacks for years but I've never been able to make one. And the ones I do make are always full of glitches, that I can't seem to fix. I'd credit you in any hack I make. If you need paying I'd pay you to teach me.
I need to insert a large number of fakedex in my hack and i want to use PokePic for this...i'm able to easily change the palette, so this is not a problem. The only problem is the size of the new fakemon: often my fakemon are bigger than the replacing one...PokePic ask me to expand the rom for this; doing so works fine, but when in PokePic i return to the image i don't see it anymore..is it only a pointer problem?
I've heard that expanding rom make the rom not available for ips patch...for me is not a great problem, today downloading a 16MB files is a snap :P But are there any other annoying problems related to this expansion? like script overriding or some else?
I'm going to enter the fakemon only at game complete and i'm planning a large number of backup, but is not conceivable that i need to test the entire game every 4/5 fakemon inserted.
Thanks a lot for help
Two questions please!
Is there a way to change fire reds girl (red) and boy (blue) text colour when you talk to them?
Also are we limited to only the colours in Diegoisawesome script tutorial that he mentioned?
Okay, got past the issue of editing the intro sprites.
Two questions:
1. How would I change a Pokemon's hatch rate to instant and then back to normal? I want the starters in my hack to hatch from eggs, but not have it where their able to abuse the idea to get instant starters later on.
2. How would I make an item that either has an affect only on a certain Pokemon, or can be held only by said Pokemon and that the held item changes their battle/icon sprites? I have a hermit crab Pokemon that can swap out shells for stat boosts, while their defense stats are normally low without one.
I need to insert a large number of fakedex in my hack and i want to use PokePic for this...i'm able to easily change the palette, so this is not a problem. The only problem is the size of the new fakemon: often my fakemon are bigger than the replacing one...PokePic ask me to expand the rom for this; doing so works fine, but when in PokePic i return to the image i don't see it anymore..is it only a pointer problem?
I've heard that expanding rom make the rom not available for ips patch...for me is not a great problem, today downloading a 16MB files is a snap :P But are there any other annoying problems related to this expansion? like script overriding or some else?
I'm going to enter the fakemon only at game complete and i'm planning a large number of backup, but is not conceivable that i need to test the entire game every 4/5 fakemon inserted.
Thanks a lot for help
Thanks a lot, i was not aware about Wichu's sprite editor...i'll look at this so :)
So i've only change the pallette colors (so no size change) and when i click on write to rom i see a dialog with start offset set to 0x0 and write to offset too. So i think i need to find a free space for saving data...but is not a good way to do this...the best way is simply replace the old space when the data are not bigger, otherwise i use many and many free space putting hundreds of new fakemon
The original ROM has 386 Pokemon, which only take up a small amount of space within the ROM. The entire range of data used by the game doesn't even exceed half of its filesize. If you expand the ROM, then you'll almost never run out of space.
Questions!
1) Is there a single tool that lets you patch all .ips/.ups/.aps for the Windows? I found one but it's only for Mac OS.
2) In FR, I want to make a POKéMON uncatchable so I set it's catch rate to 0 but every once in a while, and very rare occasions, I can still catch it with a POKé Ball itself. How do I deal with this?
Hello, everyone! After searching for a tutorial that helped me with this I couldn't find one.
I wanted to insert some of WesleyFG's "MarnianRegion" tiles into my fire-red rom but keep the same colours his using. Out of all the many tutorials I've read and watched they all requested that you change the colour of the tile you want to insert to the colour the palette provides by default. Could I get an answer to help do this myself or can anyone do this for me.
Thanks!
Ok..
To do this, you need to open the tiles in a paint program.
Use the color picker, and change the RGB of each corresponding pixel to the closest multiple of eight.
Then change the colors of the palette in AdvanceMap's Block Editor to match these colors.
Next, do Save Tileset. Place the new tiles on the Tileset in your paint program, and then save.
Back in the block editor, do Load Tileset.
Done!
Thanks! So what would I do if one tile has more colours than of the tile you are changing? What would you have to do in the palette editor?