GoGoJJTech
(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
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Okay thanks but how do I change them?
Change the bytes
Just change the bytes
There's no explanation for changing bytes
Okay thanks but how do I change them?
Change the bytes
Just change the bytes
There's no explanation for changing bytes
How can I make an person event hidden (invisible) until a flag is set (in the same area)?
Yes there is. He wants to know HOW to change them, which you can't do in NSE.
Awipe1: You need to use a hex editor.
The person ID in A-map controls this. If the flag is set, the person will be hidden. If the flag is unset, the person will be visible. So, you just need to work backwards. Set the flag before hand, then clear it later.
I knew that it was simple. One more stupid question, do I start from the beginning of the rom? Or what offset do I start off with..? Is it 800000?
Thanks karate for clearing that up :P I figured out how to change the sprites OAM data. So I have been spending a little while measing around with that for a bit but I don't get how it works. I will change abras to 12 01 00 00 and dragonites to 12 02 00 00 and I would still have the same issue.
I would change abras to 12 01 00 00 and dragonites to 13 01 00 00 and then dragonite would change to the color pink.
I would change abras to 12 01 00 00 and dragonites to 20 01 00 00 and both those sprites would be fine but the moment the player walks in, his palette gets all messed up.
Is there a thread explain what this OAM value actually does? Cause it doesnt make sence to me.
I've inserted a new map for a building interior, and have a warp leading to it. I've done everything properly afaik (exactly the same as the other stock buildings) but the screen goes black and freezes when I enter it. The same warp leading to a stock map doesn't do this. Anyone know why? (I have a feeling this is a super basic question, but I can't find any other posts on it.)
All we care about is the first byte. That byte controls the palette slot. Open up VBA, then go Tools->Palette Viewer and look at the obj palettes. 0 is the first one on top.
Now, back to the byte. I'll make it a generic: XY
The first half: X, does absolutely nothing that I can find. Every routine that I have seen use this byte simply throws it away by ANDing the byte with 0xF.
The second half: Y, IS the palette slot.
In your last scenario, the conflict with the player is because the player uses slot 0.
How can i edit the intro ASM routine is there a tutorial can anybody tell me how to do it?!
OH OKAY THANKS A LOT THAT MAKES A LOT MORE SENSE!
However ... does that mean I only have 16 options? But 2 are going to be used for my 2 hero's (male a female) so does that mean I can only have 14 different colored sprites on at a time? That really sucks!
Does anyone know the offset of the original script that gives 1 Premier Ball after buying 10 Poké Balls in FireRed?
(Apparently, JPAN's hacked engine erases it.)
Thanks
Hello,
appearantly NSE provides a WRONG palette. (35B968, is the 1'th OW-palette)
The correct palette is located at: E76EE4 (just researched for you in 1 minute and 15 seconds.)
You can simply change the palette with "APE", the Advance Palette Editor.
Just enter E76EE4 and change the palette as you wish. (DO NOT ENTER 35B968, AS YOU **** UP THE HIRO OW THEN)
Oh okay thanks!
But is palette E76EE4 exclusive to the backsrptie? Or If I change E76EE4 will it also change the palette of other things?
What's the script for Elite Four? 'coz i want to add new membrmers of the elite :D