Does anyone know if there are any negative effects of making a move have 99 base PP?
i.e does it glitch up if you use a pp max on move with 99 base PP?
I recently returned to the pokemon hacking community and I have a technical question. After windows 7, windows paint doesn't support indexed sprites. Is there an alternative program I could use ?
1: no
2: yes
the pp max is supposed to increase it (from 5 to 8, etc)
If the pp max doesn't have code for moves over 40 pp, then you'd either freeze or nothing'd happen (or both)
Basically, try it out, then if nothing happens you'd have to recode it. Plus, if it just so happens to increase the amount, all of the digits won't show. This is like the pomeg glitch. The health is supposed to show 3 digits, not 5, so it will show ??5 instead of 65535. For pp, it's supposed to show 2 digits, and if it goes to say 255 it'll show ?5
The games only have 3 buffers. You need to work around it by showing the first three stats, like you have done, then load the next three stats into the buffers, and then show the msgbox again. In game, there will be a short flicker as one textbox closes and the second one opens, but you will be able to show all the stats. This is more of a Simple Question Thread question, actually.
I added a building from Emerald to Fire Red. I understand the whole tile inserting part, but the door for the building is too big for Fire Red. Is there a way to change the size of the door in dooranimedit?
Hi Guys, I've searched all through the thread for a similar answer and couldn't find it.
I've recently edited one of the Sevii Islands (FR) to make a new city (edited dimensions, map, movement permissions). I've planned out an event where I'm going from Pallet town to this map but I can't seem to get any method of warping to work.
I've tried using a standard door to door warp on Amap, I've tried using a warp script but I keep popping into 2 errors. It'll either warp me into a full screen of trees where I can't move (map label comes up as Route 1) OR, the screen just goes black and freezes. I've tried using the same script to warp to random co-ordinates in Viridian and it works fine so I'm quite convinced its not my scripting.
Any suggestions? Thanks.
Hey, so I'm really more of a lurker on these forums than anything, but I have a question and I hope I'm asking it in the right place.
I made a fairly simple FireRed hack a few months ago, and I've just discovered that when a Pokemon is supposed to evolve the screen goes black. The music continues to play, but it stays on that black screen and doesn't do anything. No buttons can be pressed, and it makes no attempt to play the evolution animation.
I'm not sure why this is, as I never really meddled with the coding for the game, so I don't know what could have caused the issue.
Could anyone give me any ideas as to what would cause this sort of problem so I can attempt to fix it?
Hello! I recently had an idea: use transparent textbox in game, I read the epic's tutorial, but I found I should always use callasm command for each script, is there any way to make this job easier?( I mean that I am lazy and don't wanna to use callasm command all the time), thank you!
Wael
Several solutions can be the cause of this problem. But I think the most likely is that you use an offset busy to make a script or another, which crushed sizeable data causing this problem.
The solution, if this is what I think, would be to compare your ROM with a back up of it that you have done and maybe you will find what is wrong. If you have not done a save of your ROM, it remains that you compare your ROM with the original, but the problem will be hard to identify.
Roooh use a callasm not even not take 3 seconds, don't bother of you complicated life;)! In addition, that way you can juggle different textures of the dialogs boxes ^^.
_________________________________
Oh, and I have a question:
I crafted several ASM routines to add abilities but the problem is that now I do not know how to build in the game I know the abilities are purely made by ASM and messy, so I really do not know how to do.
I may be an idea, compared byte of the ability that Pokémon has learned for go to the routine, for example, the number of the ability is 100, so it returns to the ASM routine of this ability. But I do not find this idea very well because it's somewhat "muddled".
Thank you for your help ;) !
#dyn 0x740000
#org @start
lock
faceplayer
msgbox @text ' Hi, I'm a cow[.]\nMoo.
callstd MSG_STANDARD
release
end
#org @text
= Hi, I'm a cow[.]\nMoo.
Copy paste 7403FE into offset > save#ORG: data
-> @start <-> 0x7403FE (0xC bytes)
-> @text <-> 0x74040A (0x14 bytes)
YAYYYYYY
I thought I had downloaded 1.92 advanced maps, but it reverted to 1.95, which is why it wasnt working.
Finally got it to work.
Anyhow, got most of that cleared up, still need to know how to get rid of ending credits so I can continue past elite 4