HackMew
Mewtwo Strikes Back
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- Seen Oct 26, 2011
Thanks a lot Darthatron and Aeroshinobi, it's really appreciated! =)
It worked like a charm after that, and once again, awesome tools HackMew!
I also have a suggestion for A-Trainer. For sprites, the only way at the moment to have new trainer sprites is to replace an already existing one using Unlz, as far as I know. A-Trainer recognizes this, which is great, but I was hoping that there could be an option where you can insert an offset where you already inserted a sprite, similar to Darthatron's Pokemon Editor Pro.
The tool is already the best trainer editor out there, I was just thinking of ways that it can be even better =)
Would you mind elaborating a little?
Can you take a request? Maybe you could
A.)Make it so that (in unlz. gba) when you press enter the program doesn't close
b.)Have an option to go to an offset as opposed to a number
c.)Add bookmark options
d.)Move the .spr and .pal files to unlz.gba's folder
I know you didn't make unlz.gba but you have hacked it...Maybe you could make unlzhacked.gba v2.0? IDk just a thought of some nice ideas
Sorry but I don't have unLZ source code, so it's pretty impossible making all those things. I have hacked it, yes. But I've just done minor changes to the GUI and the resources, nothing else.
I Just Have A Suggestion; For Version 1.11 Of XSE I Think The msgbox tag should have remained
instead of merging the msgbox and boxset;Code:msgbox @pointer boxset 0x#
Code:msgbox @pointer 0x1
I Also Pointed This Out Just To clear this out to confused people if they were confused :p
I have a quick question, in A-trainer, I'm trying to make an emerald hack, I wanted to change some Trainer battle music. Can anyone well me what the numbers are I have to enter for all the battle themes? Please and thank you in advance. ^^
Well.. In my opinion it's better to keep the 'original' too..
Though, it's quicker to use the new method ;)
Nope. The "new method" is just better. And I'll explain you why, it's quite simple. Till I released latest XSE, message/msgbox was basically an alias for loadpointer.
Code:
[B]msgbox[/B] @hello
callstd 0x2
Code:
[B]loadpointer 0x0[/B] @hello
callstd 0x2
The two examples below were exactly the same thing.
Now, instead, msgbox is a true construct. So:
Code:
msgbox @hello 0x2
which is still the same as
Code:
loadpointer 0x0 @hello
callstd 0x2
See? It's better and not just quickier. You just need to get used to it.
Thank you for this collection :D
I'll find this useful..
You're welcome :)
I can't get XSE to save the data into the game for some reason, I have tried to compile it. Help, please?
I also had that problem, King Mario. Despite what I did, sometimes it just wouldn't compile, and it would be wasting a lot of free space with multiple compilations. This is also an issue I would like to bring up.
My solution for it was to manually replace the offsets that XSE gave me into the script and it worked fine after that. I hope that helps the others who have been getting this problem.
May be a bug... which script(s) were you using? What version of XSE? Did you have any other programs opened beside XSE? What operative system were you using? How to reproduce the problem? Please provide as much details as possible.
And cyberzero, please read the guide. I've clearly explained some new directives like #clean, #removeall etc. which will help you not wasting space in any case.
HackMew, The problems I had have a really really simple solution: it works when I turn the line numbers off. So I can use the new version now. ^^
(I'm very happy it works, cause the old version won't open anymore)
Well, good to know ;)
Any idea why the guide won't open for me?
You didn't read this, did you?
Man, you go away for a little while and loads of stuff happens! :D
Nice job on the updates, Andrea, I'm glad you finally released A-Trainer, a fantastic piece of work!
Thanks. Expect new updates soon :D
XSE and A-Trainer.