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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - EliteMap and Rubikon Running FAQ | |
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Dark_E

Octorok
Level: 8

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Since: 11-09-04

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Posted on 05-22-05 02:19 PM Link | Quote
....

Okay, it's still bothering me...

I can't seem to find out how to create Movement Events.

Alright, some thing I do know:
To start:

From: Commands
....
applymovement (4F)
applymovement iSprite lPointer
Applies the movement data at lPointer to the specified sprite.

Example:
movement 0x5 0x604020
wait 0x0 'wait for movement to complete



Then if I like to move the Hero/Heroine by event I use: FF as binary:

movement 0xFF 0x604020
wait 0x0

But then.... the movement:

#org 0x604020
#binary ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Who, or where, can I find out what number I need to use in the #binary to create a movement????


(edited by Dark_E on 05-21-05 09:20 PM)
(edited by Dark_E on 05-21-05 09:20 PM)
(edited by Dark_E on 05-21-05 09:20 PM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 05-22-05 03:18 PM Link | Quote
Found in this thread, very long ago...

The most important movement bytes are:
00 - Look Down
01 - Look Up
02 - Look Left
03 - Look Right
08 - Walk Down
09 - Walk Up
0A - Walk Left
0B - Walk Right
54 - Hide
55 - Show
56 - Trainer exclamation point
57 - Question mark
58 - Love heart
Baro

Hoarder
Level: 30

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Since: 07-07-04
From: Portonovo, Spain

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Posted on 05-22-05 03:48 PM Link | Quote
Or this, with the entire list.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 05-22-05 04:33 PM Link | Quote
Thank you Baro.
Luigi-San

Melon Bug
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Since: 03-20-04
From: Mushroom Kingdom

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Posted on 05-23-05 10:03 PM Link | Quote
I'm hacking Pokemon Sapphire (USA),but FontEditor says "supported rom, but offset not found", or something like that. What the heck's going on?
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 05-23-05 10:37 PM Link | Quote
Oh that's easy. Sapphire's font data is not or incompletely listed in the PokeRoms.ini file. I think it was the VWF table.

I am also too damn lazy to find the offset(s). Baro or Interdepth can help you, they'll read this post sooner or later.
Totakeke

Red Tektite
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Since: 02-05-05
From: California

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Posted on 06-30-05 09:13 AM Link | Quote
What command should I use to check if the MACH BIKE or the ACRO BIKE are in the BAG? They aren't listed in stditems.rbh so I can't just use checkitem.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 06-30-05 06:24 PM Link | Quote
Using a hex editor, search for the text "MACH BIKE". One of the hits should be in the middle of a list. Use that to find the item index.
Totakeke

Red Tektite
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Since: 02-05-05
From: California

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Posted on 07-01-05 01:03 AM Link | Quote
I couldn't find a hex editor that worked with tables and didn't crash, but from what I found was that the bike's index is 0x103. Not so sure, though.

In the game, I made a yard with a fence around it and a gate in the entrance. I'm trying to make it so that if you don't have the bike yet, it will move the trainer up into the yard where the bike is. But if you already have the bike, it will move the trainer down twice. I keep getting Type Mismatch errors and I don't know what I'm doing wrong. Here's the script:


'-----------------------
#include "std.rbh"
#org 0xFCFD00
checkitem 0x103 'Check if bike is in bag, not sure about this line
compare LASTRESULT YES
if TRUE goto 0xFCFD20
applymovement 0xFF 0xFCFD60 'If doesn't have bike, move player past the gate
end


'-----------------------
#org 0xFCFD20
msgbox 0xFCFD30
callstd 0x3
applymovement 0xFF 0xFCFD70 ' Move player down, away from entrance to yard
end


'---------
' Strings
'---------
#org 0xFCFD30
= This gate is closed.

'----------
'Movement
'----------
#org 0xFCFD60
#binary 0x09 0x09
#org 0xFCFD70
#binary 0x08 0x08
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 07-01-05 10:38 PM Link | Quote
Type Mismatch means you've got either one of these:
- a missing parameter
- a 16-bit value where an 8-bit one is needed, or 32 instead of 16.

If I knew Rubikode by heart, I could tell you the error right now, but I'll have to think now... Hmm...

I see now. Unless I am mistaken, the error is in CheckItem. Prolly a missing parameter. Did you check with the examples already in the game?
Krusty

Level: 8

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Since: 06-30-05
From: North Carolina

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Posted on 07-09-05 05:15 AM Link | Quote
Hey, I'm new to all this stuff, but I was wondering if you could maybe add in new areas or maps. And how do you put in a new tileset?

I don't know if these questions have been asked or answered before, but I would like an answer so that I can really get to work on my game, thanks.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 07-09-05 02:18 PM Link | Quote
Both require the creation of a new map/tileset header with proper pointers. It's very complicated to explain when you just got out of bed like me. For tilesets, you'll want the raw 8x8 data precompressed and inserted, and have the header point there. Maps are a wee bit more complicated header-wise. You'd have to figure out how to expand the header table and add a new bank for your own use.

For short, dream on and hope somebody will make a tool for it.

Also: areas == maps.
Krusty

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Since: 06-30-05
From: North Carolina

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Posted on 07-09-05 11:08 PM Link | Quote
Okay, thanks for the response.
Baro

Hoarder
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Since: 07-07-04
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Posted on 07-11-05 04:08 PM Link | Quote
Originally posted by Kawa-oneechan
I am also too damn lazy to find the offset(s). Baro or Interdepth can help you, they'll read this post sooner or later.


Me? O_o''' well, I'd say that you could find the offsets with tilemolester, or even edit them directly with tilemolester, but I dunno how does work for example the letter width.
aaro
Newcomer
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Since: 08-14-05

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Posted on 08-14-05 12:51 PM Link | Quote
My elitemap says pokeroms.ini is not found, but i have the pokeroms.ini
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 08-14-05 02:26 PM Link | Quote
Do you have EM, the INI file and the roms in the same directory? Tis a common mistake.

just like skipping the newbie forum, asswipe!
aaro
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Posted on 08-14-05 03:13 PM Link | Quote
Yes. All of them in the same folder.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 08-14-05 03:53 PM Link | Quote
You didn't rename the INI or something? Really, it should work right out of the box. Make sure the name of the file is "pokeroms.ini", case shouldn't matter. No é, just e.
Krusty

Level: 8

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Since: 06-30-05
From: North Carolina

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Posted on 08-16-05 12:07 AM Link | Quote
Okay, I got a problem. While hacking FireRed I went to change the border from big trees to little trees, saved it, and then played it and the border didn't change at all. I reloaded the level in Elitemap and the border had changed back from little trees to big ones, it happens on every level I've tried.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 1980/2481
EXP: 3008456
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Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
Last activity: 13 hours
Posted on 08-16-05 10:09 PM Link | Quote
You can't edit the borders. Something broke and we never figured it out. Try an older version, if you must.
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