-I Know How To Edit An Enemy And Enemy Sprites But Can Someone Tell Me How To Create My Own Boss That'll Fight Me Everytime I Engage It??? And After I Beat It And Return To The Place I Put Him He'll Be There Again So I Can Fight Him Again.
That's a scripting issue and I don't think the editor has the capabilities to produce that effect yet.
If you can find the correct flag that is referenced in the boss' script, then you can probably alter it to disable the boss from vanishing. Of course, I wouldn't have a clue as to where all of the flags are stored in the game.
Have a nice day.
Edit: And unless I am mistaken, this flag could probably be used for several related scripts.
Technically the flags are stored in memory/saved games, and only manipulated by function calls in scripts.
This is something you could definitely do with the hex editor for map code.
-I Want To Replace Doom Dragon Tho. And I Can't Because It's Basically Three F'n Battles In One. =/
-How Did You Make That Place In This Video???
http://www.youtube.com/watch?v=gRNKvoUSEGQ&feature=mfu_in_order&list=UL
-I Just Want One. And How Do I Change His Sprite When It Flies Onto Mars Lighthouse??? Because On The Map Editor I Changed It To The Hooded Figure And It's Still Doom Dragon.
That video is just the result of my experimenting, and proof of concept work for what will eventually become the map editing section of the TLA editor. For the sole purpose of just figuring out the basics of how to eventually make map editing possible I had programmed myself a bunch of crappy experimental tools to handle the harder parts of the task. Even so I still had to do quite a bit of manual hex editing, and stitching data from another map into my custom one it just to get it working.
-Ok, Well Can You Tell Me How To Remove The Second And Third Battle With Doom Dragon So It's Only One??? And How To Change It's Overworld Sprite Cause I Changed It On The Map But It's Still The Same.
Hard to say since that's the only battle in the game that does that, at least as far as I'm aware. I wouldn't doubt if it were hard coded into the game.
Hmm... Tried editing the version of him hidden at the top left of the map in NPC set 2?
-Well I Know This Might Be Annoying But Can You Tell Me The Exact Codes Or Whatever To Change That Battle To Dead Beard???
... Edit the enemy groups 235-237 maybe?...
I'm rarely annoyed by questions, but the way you capitalize every single word in a sentence...
-Doom Dragon still shows up tho. Like I can start off with my own boss but when i defeat it it does that explosion where one of DD's head blows off and he appears again with two heads. =/ And sorry bout the capitalization.
Well, yeah. There's three groups of Doom Dragon. What you can do is place three of your own bosses, one in each group. Then, when you kill the first one there'll be a huge explosion and the second one will appear. Kill that one, another explosion and the third appears.
-I did that but that fat monkey keeps showing up with one less head. And the boss I put in the second and third never show.
Like I said, the game may be hard-coded to do that. It would require an ASM hack to undo, but I wouldn't know where the code to edit is.
There's an easy solution to that problem, if you don't plan on using Doom Dragon in your hack: Replace Doom Dragon with those other bosses.
-Ok ok... =/ *whimpers away
-Ok So If You Edit An Enemies Battle Sprite Color Your Limited To Five But If Your In The Regular Sprite Editor There Are +10...Why Is This??? I'd Really Love To Use The Black And White Or The Red One For My 'Saturos Returns' Hack.
If I recall correctly, there are only five palette swaps available to enemies in battle. The rest of them (the ones that you see in the sprite viewer) are for special effects related to psynergy use. A good example of this is when you are glowing after Mind Read.
Have a nice day.
-You Should Be Able To Use Them Tho.
-Is There A Way To Have Characters Join Your Party Like Kraden Does But Not Actually Make Them Usable In Battle???
The game doesn't allow it.
The game doesn't do anything special for that, just makes him appear like your other party members during cutscenes. As far as the games programming is concerned he's not really in your party at all.
-So There's No Way Another Character Can Do This???
-Ok, Thanks.
(Stupid Game!!!)
Actually, it's really, really easy. Just have the text tell you that he's joined your party, and that's that. Oh, but you'll also have to deal with all the cutscene stuff. Basically, you'll have to know ASM to make him appear and talk, and you'll also have to have an extra sprite in every area he appears in.
-He Can Join But I Don't Want Him To Appear In Battle. =/
Exactly. Just have the game TELL THE PLAYER that he's joined. However, the code for him actually joining is a lot more than just having the game tell the player that he's joined.
All request for help topics have been merged. Other members - PLEASE read through DJ's messages to make sure you aren't missing anything. Thank you :3
-Would You Know The Code??? I Don't Want Ivan And Mia.
Unfortunately, no, I do not know exactly how it's coded. I believe there was a post on the subject somewhere around, but it might only apply to GS2.
There's not a whole lot of work done on scripting & cutscene hacking so far, I think I'm the only one that's really even scratched the surface on it. There are no fancy tools that convert the code into something simple & easy to read, and rewrite. You have to dig into the ASM the old fashioned way, and I'll tell you right now, if you don't know what MOV, LDR, or BL means you're not going to get very far. Don't expect anyone else to do your hard work for you either, if you really want to reprogram the game you'd best start learning how to do it yourself. If that's what you're still interested in GBATEK (http://nocash.emubase.de/gbatek.htm#thumbinstructionset) is pretty much THE place to look stuff up.
-Fine. I got a two week break. Might as well start reading.
I found how to walk over stuff but somehow :Felix: can now jump like freakishly high when i press B. And he wont jump normal over stuff now he just falls off cliffs. And when i try to leave an area, if he is not exactly in the doorway, he fall off the side of the screen and i have to jump back out and it takes some time. Any way i can fix that? The value for walking over stuff is back at zero, but he still goes through some things but cant walk through like regular paths with nothing there. Help?
:Felix:
QuoteI found how to walk over stuff but somehow Felix can now jump like freakishly high when i press B.
Wait.. You applied The Jump Patch I made.., right?
If so then... - It edits assembly, all you'd need to do is go in, replace the bl code, and remove the assembly function. (If you wanted to remove it.
If not- then I can't help you. (Sorry.)
The easy solution is to not install patches you don't plan on using, or waiting until we have support for those patches (the Jump Patch needs map editing support to keep it from more or less breaking the game)
Oh yeah, the Jump Patch. I remember altering one of the commands to reduce the moon-jump to a regular jump (which helps it become a fun feature instead of a game breaking one), but I forget how to do it. If you use a VBA cheat, you can unlock the ability to run through obstacles/walls. I will edit this post later if I can find it.
The thing is... I didn't know there was a jump patch. He just started jumping when i changed the value to walk over stuff.