karatekid552
What happens if I push it?....
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- Seen Jan 12, 2015
How do you change the Teamrocket grunt trainer sprite?
NSE Classic or NSE 2.X, using each's respective trainer editor.
How do you change the Teamrocket grunt trainer sprite?
For the whole map thing, Generally you want to stay away from creating new maps because it can cause things to get a bit screwy sometimes. Instead, just edit existing maps that you know you aren't going to be using.
I opened it again in advancemap 1.95 to see if 1.92 was the problem and the above image is from 1.95.
when opened in 1.92, all the maps that are in banks after 3 are completely gone but in 1.95, the connection list shows they are still there.
i created new maps by Insert Map > Create New Space > 1 Reserved map
and it would work. I could change anything on them and go back and forth between maps. Then I was working on a map, went to header and changed the height by like 4 units and every map went to "create new map" and now there is only 3 banks... and all the maps are apparently still there which is good because if they weren't, i'd quit for good lol. but however i can't figure why that happened and how to fix it.
don't see why people love fire red so much, it sucks imo. I can't even save a block tileset and and tileset 2 and the palettes for it and, yeah it'll insert the tileset 2 and palettes but when you insert the block tileset it just looks like a bunch of crap, even though all parameters match.
when trying to inserting tiles, what works?
if i use tileset 13 for tileset 1 and tileset 3 for tileset 2, and then i use tileset 4 for tileset 1 and tileset 13 for tileset 2 on a different map, do the two tileset 13s count as one or are they separate tilesets?
They will glitch since they're not in the same slot, so they will not correspond. Just switch them around for one map. Plus tileset 0 should be the first tileset on every map, because some tilesets just glitch up without it.
Hello, I have a question.
How do I insert new tilesets, and do I need another program to so?
I saw a tutorial and the person did it through Block Editor, but I get an error when inserting them.
This is the error:
"Access violation at address 0046719C in module 'Advance Map.exe'. Read address 0000042C."
if you're inserting your own tileset, make sure it's the right size ( height x width ) which is different between FR/LG and R/S/E. if you don't have the correct palette also, your images might look like big square images filled with the transparent color. If this is a problem just open up Show Palette Editor under Palette in block editor and edit the colors to exactly the same 16 colors of your tileset. You usually have up to 12 palettes to work with so you can have all different color schemes for your tileset as long as you match the tileset to it's palette.
as for the access violation, it might be the version advancemap you're using. If you're using AdvanceMap 1.95, try switching to AdvanceMap 1.92. That or you might have accidentally broken something. Try restarting the program in this case. Sometimes there are things we do that can corrupt the file, which is why you should always have a backup file and just like a game, save often to your backup just in case you hit a wall.
There are two things I want to do in my hack.
1. Add a new type (Fairy)
2. Make it so you get the National Dex from Celio when you get to One Island, instead of Professor Oak after the Elite Four.
How?
There are two things I want to do in my hack.
1. Add a new type (Fairy)
2. Make it so you get the National Dex from Celio when you get to One Island, instead of Professor Oak after the Elite Four.
How?
Hi guys, I downloaded advance map 1.92, XSE (not sure what version), FSF and a fire red rom. I followed all the steps in opening advance map, choosing xse as the script editor in it. I used fsf to find free space, opened XSE, loaded the fire red rom and created a simple speaking script using the located dynamic offset. I compliled and copy/pasted the given offset into the 'script offset' box in advance map for a person event. As far as i can tell the script i wrote should work perfectly but it dosent. I load the rom, walk to the person the script was added to. Press A and nothing happens, if i press A a second time, there is a small beep and they look at me, but no text box and the game dosent lock as it should. Below is my script. Im running windows 8.
#dynamic 0x(FSF Offset)
#org @start
lock
faceplayer
msgbox @1 0x6
release
end
#org @1
= Hi.\nMy name is Diego.
Help applying the physical/special split to roms?
From what I understand, you need the patch for FR/Emerald, then you have to use a hex editor to change the values of a certain byte. That's all good and well, but has anybody made a guide for doing this? I know a few hacks have incorporated it, so there must be some method to it all...
I finally found a move list on Bulbapedia, that I can only pray is indeed in the right order. So I have to find pound in the hex editor, but then... I would have to find a move that needs to be changed, then count down the rows from pound until I'm at what I believe to be the right row, and change the byte?
Please tell me there's a list out there of the moves that need changing and what their addresses are.
And just to be clear, this is something that's absolutely necessary, right? I need to do this so that the moves have the right physical/special characteristic? This isn't just to make the menu say how it's physical instead of special, or vice versa, right?
Any and all help would be GREATLY appreciated, because this is something I've been looking into on and off for at least a year.
OK, that's much more straightforward, thank you!
However, I'm in PGE and all of the moves are already under the correct category. Why's that?
Lastly, I just want to confirm: I can then patch this rom with a hack, right?
And yes, you can apply it to a hacked ROM. As long as you didn't already tamper with the move tables.Jambo51 said:I think I've found the code which causes the Mirror Coat/Counter bug in Fire Red.
Change it to this, and it should hopefully fix it.
Code:0801F6C2: 86 7A 0801F908: 00 2E 0801F90A: 41 D1