Hello, I have a question.
So I was looking at the page for the 649 patch LB (its a closed thread), and I can't get the std.rbh. It seems the URL is wrong? Or is there no std.rbh there?
A bit of help would be appreciated. Thanks.
Hello I am using NSE 1.7.5.0 (Nameless Sprite Editor) to replace Brendan's sprites with the Rival's from FireRed and LeafGreen for Pokemon Emerald and I've enountered two probelms.
Firstly I cannot import the bitmap images of the sprites I've made because they aren't "16 bit" even though they only use 16 colors. Anyone know how to save it so that it is 16 bit? I've edit the pallet to match the rival's sprite colors already and I don't want to change the pallet back to Brendan's pallet because it would look sloppy.
Since I couldn't import the bitmap images I've created and I've had to recreate the sprites from scratch including the pallets. When I try to save the .nsl file, I get this error:
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Does anyone know how to fix this? I don't want to lose my progress.
I only need a solution to one of these problems, but it would be helpful if I could get an answer to both.
You'd have to change the start map for the player to wherever you want to start at in one island and then probably rewrite the script for the ferry so it takes you where you want.
How would I do this? I can't script worth crap and don't know how to select a starting place ;-;
Oh wow I didn't know that you could import PNGs, I thought it was limited to bitmaps >.> I have a Paint.net plugin that lets me save PNGs as a 16-bit image so that helps a lot. Thanks for the help.I don't know why you did all of that. But I suggest you open NSE then open rom (FR/LG)
Export Sprite library. That would have been easier. But the palettes will get screwed though.
Once you import them to the FR/LG the palette will get screwy : ( That's the sad part there.
You can also import png images in the right size but must be indexed. You can use JPAN's
engine to avoid the screwy palette, if you want. Good luck on the rest.
You don't need it. I talked to Jambo and he said he didn't change it.
Also, the patch is currently in open beta testing on GitHub with all of it's resources. There is a link in my sig to take you to an information thread on PHO.
Hello again so i am toying with map making and i got an idea however i need some help cause i can't find what i need i remembered that in red and blue there was a gym with an invisible walkway (used to reach a gym leader don't remember which one) i would like to create one of these can someone tell me how?
ok but what do i do to make it hidden or invisible
In my game, the last slot of Box 2 is a bad egg. Even at the start of the game when you look at the PC the last slot of box 2 is a bad egg. What is going on? Is it fixable? Can I just ignore it?
ok so where do i find a good tutorial since im using the on on this site and dont see anything about what you were referring to
ok so where do i find a good tutorial since im using the on on this site and dont see anything about what you were referring to
Movement![]()
Known in Advance Map as "Movement Permissions" this is what is going to tell the game when and where players can or cannot move. This is easily editable through the movement permission tab.
Some of the basic movement types are:
§ C : Able to move through
§ 1 : Unable to move through
§ 4 : Surf required (Water)
§ D : Jump or one way movement (Small Hill)
§ 10 : Can only be entered or left by going through 0 (Change in elevation)
§ 0: Stairs and Default
Example:
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Can I ask if hasn't already how can I hack my rom of ruby so I can fit more than 16 items in the secret base? I looked around online everywhere else and found nothing.
Also now I changed the secret base in ruby and when I go in the base I modded in Advance Map I can't leave did I do something wrong?