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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Yeah, you didn't remove them. Read this tutorial: https://www.pokecommunity.com/threads/298030

Alright I used that tutorial in combination with KhaosKnight's and it worked really well for a while... I got the titlescreen all fixed (had to add an awkward dot in a tile because, just my luck, otherwise it was a prime number of tiles...) Anyways, here's how it looks now:
[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

So then I went to change the palette: opened the tileset in IrfanView, exported as a .pal, and then opened APE. However, this is what APE gave me when I tried to import my palette:
[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

Actually I tried once and it said "Invalid Palette", so I tried again and it gave me the above and then closed when I pressed OK.

Now how do I fix this problem?

EDIT: Ok well I just exported the palette to a .act file from Photoshop (CS6) and APE was able to import that just fine, so here's what it looks like! ^^
[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)
 
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I have a strange problem. Repel no longer works correctly on my ROM (BPRE). Instead of wearing off after after 100, 200, or 250 steps (depending on the kind of repel), they all wear off after only 20 steps. I can't think of anything that I might have done to affect this. Darthatron's B/W repel system port is implemented on my ROM, but I know that repel was working correctly after I did that...

Does anyone have any clue as to what might be causing this?
 
I have a strange problem. Repel no longer works correctly on my ROM (BPRE). Instead of wearing off after after 100, 200, or 250 steps (depending on the kind of repel), they all wear off after only 20 steps. I can't think of anything that I might have done to affect this. Darthatron's B/W repel system port is implemented on my ROM, but I know that repel was working correctly after I did that...

Does anyone have any clue as to what might be causing this?

There is(are) a() var(s) that counts(count) the repel steps left. If you mess with it(them), you mess with how many steps you have left. Get it? It's(they're) on this list: https://www.pokecommunity.com/threads/302347
 
gogojjtech said:
There is(are) a() var(s) that counts(count) the repel steps left. If you mess with it(them), you mess with how many steps you have left. Get it? It's(they're) on this list: https://www.pokecommunity.com/threads/302347

Sorry, I forgot to specify that I have NOT messed with those variables (actually, is there more than one? The only one that I am aware of is 0x4020). So unless I've forgotten something that I did, that's not the problem...
 
So I got my pokemon added but it can only learn one move by leveling?
Im using YAPE and im adding the moves for the pokemon. Under available moves theres 0 available and i haven't added one yet, theres only tackle by default.
How can I increase the amount of moves my pokemon can learn?
 
How can i compatibilize program to make sure that they will work with italian rom?
 
I need a way to make the sprites in overworld editor bigger :/
How do I change the size?
 
Sorry, I forgot to specify that I have NOT messed with those variables (actually, is there more than one? The only one that I am aware of is 0x4020). So unless I've forgotten something that I did, that's not the problem...

Try opening up the memory viewer in VBA, navigate to 0x0202F0F6. This is the location of variable 0x4020. Does it set to 20 when a repel is used?
 
So I managed to add my new overworld sprite, the palette is all off though, how do I make a new palette id for my overworlds?
 
So I got my pokemon added but it can only learn one move by leveling?
Im using YAPE and im adding the moves for the pokemon. Under available moves theres 0 available and i haven't added one yet, theres only tackle by default.
How can I increase the amount of moves my pokemon can learn?

In order to increase the move availability, you need to remove some moves from other Pokemon then add them to your inserted Pokemon.
 
So I managed to add my new overworld sprite, the palette is all off though, how do I make a new palette id for my overworlds?

First off, use NSE classic: https://www.dropbox.com/s/wqy6hog3ardn2re/NSE 1.7.5.0.zip
Second, you should use JPAN's FR hacked engine to add OWs and OW palettes.

How can i compatibilize program to make sure that they will work with italian rom?

There are certain programs that just work with US ROMs. Some programs come with INIs that can be edited. Just follow the format. Use notepad to open INIs.

In order to increase the move availability, you need to remove some moves from other Pokemon then add them to your inserted Pokemon.

This is not true. There's a table that if repointed can allow over 65535 moves possible for all Pokemon (though that's a bit much)
 
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I'm curious as to why when you import tilesets from other hacks, the bottom half of it never looks like the rom it was extracted from. The palettes and all came out the way they should, and so did the blocks. But when I import tileset 0, it all comes out okay except the very bottom, I find myself manually editing it to look the way it should.

Why does it do this?

EDIT: And furthermore, why doesn't Advance Map display tiles correctly in the map area but show that they're in the blocks section correctly?
 
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I'm curious as to why when you import tilesets from other hacks, the bottom half of it never looks like the rom it was extracted from. The palettes and all came out the way they should, and so did the blocks. But when I import tileset 0, it all comes out okay except the very bottom, I find myself manually editing it to look the way it should.

Why does it do this?

EDIT: And furthermore, why doesn't Advance Map display tiles correctly in the map area but show that they're in the blocks section correctly?

1: You need to import tileset 2, not just 1.
2: Make sure the palettes are in order (more than usual).
3: You need to go to tileset->load new blocks.
4: Make sure you click write palette changes to ROM in the palette dropdown.
 
kearnseyboy6 said:
Try opening up the memory viewer in VBA, navigate to 0x0202F0F6. This is the location of variable 0x4020. Does it set to 20 when a repel is used?

I'm not sure it works that way...

But regardless, the value is 00 at that location after a repel is used. Any other ideas?
 
First off, use NSE classic: https://www.dropbox.com/s/wqy6hog3ardn2re/NSE 1.7.5.0.zip
Second, you should use JPAN's FR hacked engine to add OWs and OW palettes.



There are certain programs that just work with US ROMs. Some programs come with INIs that can be edited. Just follow the format. Use notepad to open INIs.



This is not true. There's a table that if repointed can allow over 65535 moves possible for all Pokemon (though that's a bit much)

But, my Dialga can only have 1 move learned by levelling?
 
But, my Dialga can only have 1 move learned by levelling?

You're replacing one of the ?????? Pokemon, right? Those only have one move programmed into them, you can take away moves from another Pokemon (say take away a move from charizard that it learns during level 13, which can't even happen anyways) and add them onto your Dialga to give him more moves. A good tool for that would probably be YAPE.



My question:
Is there a list on the sounds that can be made through the "sound" command? I know that sound 0x15 can make the exclamation mark sound, but are there any others? And has anyone documented a list on it?
 
How do I expand the max sprites to view in NSE? Currently I can only view up to index 151. I need to go further.
 
How do I expand the max sprites to view in NSE? Currently I can only view up to index 151. I need to go further.
Are you talking about Pokemon sprites? OWs? I just checked and I can go above 151. Make sure you're using the latest version (2.1).

I've seen a few hacks that change the default names for the player. Not sure how to do this though. Are there any tutorials on it?
 
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Are you talking about Pokemon sprites? OWs? I just checked and I can go above 151. Make sure you're using the latest version (2.1).

I've seen a few hacks that change the default names for the player. Not sure how to do this though. Are there any tutorials on it?
The OW's, btw im using firered which by default only has 152 ows (0-151)
 
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