PDA

View Full Version : [Tutorial] Zeikku’s Graphical Hacking Tutorial for Fire Red


Zeikku™
December 20th, 2008, 05:47 PM
http://i197.photobucket.com/albums/aa92/badman10_2007/banner-3.png

http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifIntroduction:-
Yo dudes, dudettes and in-betweenies! This thread that will contain all my graphical based guides, I’ll try and cover everything graphical eventually. I get a lot of request for doing pretty simple stuff. So hopefully I’ll teach you a few things.
If you would like to make suggestions for other tutorials that I could write, then feel free. OK... We should really get started...!

http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifThe index Key:
Done
Undone

http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifThe index –
Back-sprite insertion.
Making a hack original with “simple” tile editing.
Standard Boot Screen Editing D/P/P style.
The Boot Screen Tutorial Revised (The Liquid Crystal Boot screen explained).
Inserting multiple trees into tilesets/ making the most out of palettes.
Intro Sprite
Basic Title screens.
Advanced Title screens.
Trainer card changing.
Searching palettes using hex.


http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifThe Backsprites:-
Ok, So Heres how to edit the Fire red backsprite I’ve been doing this for like a year and a half. So I’m pretty sure it works.

You’ll need:-
A Fire Red ROM
Tile Molester Alternate
A five frame set of sprites, with each frame being one image.
VBA (Visual Boy Advance)

Firstly, Open your Fire Red ROM in VBA, Go to a battle scene where you see the backsprite. Go to the palette viewer and “Save OBJ”.
Like this:-
http://i197.photobucket.com/albums/aa92/badman10_2007/screen1-1.png

Secondly, Close VBA and open your ROM in Tile Molester Alternate.
Go to View> block size> custom, it should say 16x16, but we’ll make it 8x8
And set the whole thing to block grid.
Here are 2 screens to help.
http://i197.photobucket.com/albums/aa92/badman10_2007/screen2.png

http://i197.photobucket.com/albums/aa92/badman10_2007/screen3.png

Thirdly, We Click on “Navigate” > Go to and type in E69F00.
Now the image looks a little screwed up. Click the “<” button twice.
And the “÷” button 4 times. It should now look like this:-

http://i197.photobucket.com/albums/aa92/badman10_2007/screen4.png
Now, notice the colors are hard to work with? Click on “Palette”> import from> then another file and select the Palette OBJ from VBA we saved earlier. Now it should look like this:-
http://i197.photobucket.com/albums/aa92/badman10_2007/Screen5.png

Lastly, go to “Edit” and click “Paste from” and select individual sprite frames you should have prepared. Keep doing then till you have 5 new frames.
When you’re done, you’ll notice the images index into the colours in game. Just edit the sprite if necessary. Then Go to file, and save.
http://i197.photobucket.com/albums/aa92/badman10_2007/screen6.png

In game it should look like this:-
http://i197.photobucket.com/albums/aa92/badman10_2007/Pokemon-FireRedVersionU.png

Have fun! 

http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifMaking a hack original with “simple” tile editing(works with R/S/E/LG).

Ok this is pretty easy, Things you need to know are, when to use light and dark colors. Another thing is to use colors from in the ROM. I’ll explain a little deeper.

What you’ll need:-
A Pokemon Advance ROM
Advance map
Paint
Visual Boy Advance (VBA)

I’m going to show you basic mountain tile editing.

So firstly, Open your ROM in Advance Map.
I’m using fire red so I’ll go to Header 3 and I’ll select Viridian City. Just to show you the result after. Ok so viridians open now we go to “Tools”>block editor. Select palette 1, because that is the mountain palette. Go to “Picture” and Save tileset 1.
http://i197.photobucket.com/albums/aa92/badman10_2007/screen7.png

Secondly, Open that tileset in paint, zoom in. and have your eye-dropper tool ready.
Eye-drop a colour and choose the pencil tool to edit the tile.
http://i197.photobucket.com/albums/aa92/badman10_2007/editingtiles.png

Thirdly Re-import, the tileset. Go to the Block editor again, go to “Picture” and load the tileset click Save. Close Advance map and Open the ROM in VBA and try it out. Enjoy the result. This is a good way of being creative. (This isn’t a test of my tiling do not judge it)
Result:-
Beforehttp://i197.photobucket.com/albums/aa92/badman10_2007/screenfnl1.png> After
http://i197.photobucket.com/albums/aa92/badman10_2007/result.png
Enjoy! 


http://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gifThe Boot Screen Editing Tutorial
OK well, this idea came from thex4s titlescreen tutorial on PHO, and thought I could try getting the platinum boot screen on my hack!

But here it is, my tutorial!

What you will need:-
FR/ LG Rom
Un-LZ GBA
PAINT
PTC (Found attached on this thread or at WAH)
HEX EDITOR ( you won't need because I'll give you the offset)
APE
Advance map (I used it to get the right pallette)

Ok, so now pay attention!
Keep all the programs above open and ready
this can be confusing if your reading..

Step one
Open your ROM with UnLZ GBA, use 16 color and use black and white
look around 207 and export this image (click save as..):
http://i197.photobucket.com/albums/aa92/badman10_2007/1-6.jpg

Step 2
Now on paint open the image and add your tiles, I used the default pallettes that the image had... be sure to add the tiles at the end of the image, it's to keep good measure of the tiles being 8x8.
http://i197.photobucket.com/albums/aa92/badman10_2007/untitled-2.png

Step 3
now Import that new image back in,
Write to ROM it and press next, now click raw dump.
http://i197.photobucket.com/albums/aa92/badman10_2007/5-1.png

Step 4
Now open PTC, and go to file "Apri tileset", it means open, open your image from earlier, so this :- http://i197.photobucket.com/albums/aa92/badman10_2007/umm.png

Now Go to file and click "Apri tilemap"
and select the raw dump from earlier.
The black on the right is NOT to be overwritten
Now, draw the tiles on the Tilemap.
and you should have something which looks like this when your done..
http://i197.photobucket.com/albums/aa92/badman10_2007/2-3.png

Step 5
Now, go to file, "Salva tilemap" (save tilemap)
and go to un-lz gba where you found the raw
Now go to file load RAW, Your new Tilemap should look different from the one thats in already.
Now write to ROM and re-point the image offset to a free one, so 800000 if thats free.
http://i197.photobucket.com/albums/aa92/badman10_2007/3-3.png

In game it should look like this....
http://i197.photobucket.com/albums/aa92/badman10_2007/ded.png

Step 6
Now load your ROM on APE and go to offset 0040226A
Copy and change the necessary pallettes
http://i197.photobucket.com/albums/aa92/badman10_2007/4-1.png

Finally it should look something like this:-
http://i197.photobucket.com/albums/aa92/badman10_2007/platinumromboot.png

:D


I'll make the thread pretty when I have time.

Surf
December 20th, 2008, 07:51 PM
Nice Zekkiu this should help me in my hack

Hiche..
December 20th, 2008, 11:30 PM
Very nice, Jake. This is very useful for a lot of hackers. Nice one.

Pokepal17
December 21st, 2008, 02:49 AM
Yeah thanks, this is really helpful.

Liquid Shadow
December 21st, 2008, 08:09 AM
Zeikku do you know the offsets for the boot screen in Ruby AXVE and the offsets for the backsprites for Ruby AXVE? I'm pretty sure these tuts would work on Ruby too.

Anyways really nice tutorial, the backsprite editing part was really helpful. Thanks.

Vrai
December 21st, 2008, 10:28 AM
Thanks, Zeikku. This should help out quite a few people (including myself ^^).

cooley
December 21st, 2008, 10:58 AM
Excellent thread Zeikku!
Really looking forward to that Intro sprite tutorial ;)

Chimchar 9
December 21st, 2008, 11:01 AM
wow this really helped thanks !
iv just done the boot screen and it worked perfectly.
thanks again !

zatch325
December 21st, 2008, 11:25 AM
When I import from another file and try to find the obj file, it won't let me choose the obj file

Zeikku™
December 21st, 2008, 01:58 PM
Zeikku do you know the offsets for the boot screen in Ruby AXVE and the offsets for the backsprites for Ruby AXVE? I'm pretty sure these tuts would work on Ruby too.

Anyways really nice tutorial, the backsprite editing part was really helpful. Thanks.

It should work on Ruby, i need to find the offsets and make a tut for it, but this is for FR...I'll make a R/S/E version of this soon.

Thanks, Zeikku. This should help out quite a few people (including myself ^^).
Hopefully, it should help people quite a bit. :)

Excellent thread Zeikku!
Really looking forward to that Intro sprite tutorial ;)
Thanks man. I'm feeling lazy to do the intro sprite thing, Because it takes forever :P
But it has to be done :)

wow this really helped thanks !
iv just done the boot screen and it worked perfectly.
thanks again !
yeah, wait till you see the next part of the boot screen tut ;)

When I import from another file and try to find the obj file, it won't let me choose the obj file
sure you have tile molester alternate?
not just Tile molester? :P

Darthatron
December 22nd, 2008, 04:55 AM
Rather than messing with the "<" and divide buttons, you could just put this offset: E69EBC

That'll save a step. :D

EDIT: This is regarding the back sprites, by the way.

Pokepal17
December 24th, 2008, 03:41 AM
For some reason my boot screen went white after I edited it

Edit: Never mind, it worked. Thanks for this tutorial Zeikku :)

Edit2: Now when I edit the palettes, the boot screen is messed up. tbh, I don't know how to use APE, I just copied the palettes that Zeikku used, but I replaced the red ones with blue. Someone please help me.

Edit3: I'm using a hex editor wich is 10x easier.

Jcat4
December 26th, 2008, 09:15 PM
hey my image offset is 004024E4 and i did everythign you said but it doesnt look anything like it should. I noticed your image offset was different at first. Howd you get the offset to change? Im sorry, im a little new to rom hacking and im clueless on a lotta stuff.

Visible Light
December 26th, 2008, 09:19 PM
Nice tutorials, they should be helpful (especially the last one, even though I could change the image on the title screen, I never get the credits section done), I'm glad you didn't end up leaving PC.

Zeikku™
December 27th, 2008, 08:42 AM
hey my image offset is 004024E4 and i did everythign you said but it doesnt look anything like it should. I noticed your image offset was different at first. Howd you get the offset to change? Im sorry, im a little new to rom hacking and im clueless on a lotta stuff.

All Image offsets are different depending on roms, you change it by writing a free offset. Something like 00750000/ 00800000/ 008500000, would work.
use a hex editor if you need free offsets and find a line of just FFs.

Nice tutorials, they should be helpful (especially the last one, even though I could change the image on the title screen, I never get the credits section done), I'm glad you didn't end up leaving PC.

thanks, I should be posting a new tutorial soon, I recently, re-formatted my PC. So things are going a little slow.

Liquid Shadow
December 28th, 2008, 03:23 PM
Do you think you could add textbox editing to this thread? I tried following textbox editing tuts but they all didn't work and were very vague.

Zeikku™
December 28th, 2008, 07:20 PM
Do you think you could add textbox editing to this thread? I tried following textbox editing tuts but they all didn't work and were very vague.

probably. I haven't done it in a bout a year. So I'll ned to search for my offsets.

Pokepal17
December 30th, 2008, 02:48 AM
I can't wait for the trainer card changing :)

.Seth
January 1st, 2009, 01:27 AM
Hey, Zeikku, I get some error message from both NTME and PTC, they both (probably PTC as well) say that they can't find the raw's (tilemap's) size. Any help?

D-Trogh
January 1st, 2009, 03:56 AM
Hey, Zeikku, I get some error message from both NTME and PTC, they both (probably PTC as well) say that they can't find the raw's (tilemap's) size. Any help?You should tell such things to the one who made the program.. and that's me :P
That error isn't really an error.. It just can't guess the size..
And that's because it only checks some dimmensions.. should update that.. ASAP!
Happy New Year everyone!

.Seth
January 2nd, 2009, 06:36 AM
Oh, sorry D-Trogh. I'll do that.

Anyways, Zeikku, I figured out the boot screen thing...for a second. But when I redid the palletes, it completely messed up and gave me a black screen. I'll try repointing the pallete to a free offset.

Anonamous
January 2nd, 2009, 08:56 AM
This tutorial is coming together nicely. I would like to see it when you are finished with everything else

LegendarySaiyanBroly
January 9th, 2009, 10:09 PM
Eheh... as you can assume from the rest of this post, im very new to this. I can do all the other steps fine, they're fairly simple, I just can't seem to find the pallette viewer :\
If anyone could just give me a quick answer, I'd appreciate it.

Liquid Shadow
January 9th, 2009, 10:30 PM
Eheh... as you can assume from the rest of this post, im very new to this. I can do all the other steps fine, they're fairly simple, I just can't seem to find the pallette viewer :\
If anyone could just give me a quick answer, I'd appreciate it.

Ehmm.. In VBA go to Tools - Palette Viewer...

Anyways any updates on this soon?

LegendarySaiyanBroly
January 9th, 2009, 10:44 PM
Ehmm.. In VBA go to Tools - Palette Viewer...
Ah. Im using the newest VBA (VBA v 0.6.0.1), not enough posts to link you to photobucket, but the synopsis is that there isn't a tools tab, only file, options, cheats, and help. Anywhoo, thanks, I'll try another version.

MAN AM I BAD AT THIS OR WHAT? xD
So I was using the oldest version all along.

HentaiHentai
January 10th, 2009, 03:33 PM
Any idea when you will be adding more to this tut?

edit: Very Helpful, However Im most interested in the trainer card, and intro chars.

Zeikku™
January 13th, 2009, 06:23 AM
well I'll write up the other tutorials when I hve a computer again, It's under repairs..using ps3 to go online

HentaiHentai
January 13th, 2009, 09:50 PM
well I'll write up the other tutorials when I hve a computer again, It's under repairs..using ps3 to go online

With STRCIT credits is there any way you would be willing to share those gorgeous tiles. In your sig? The trees.

edit: You are an amazing graphics editor. lol I was just admiring the battle platforms...Like I mentioned before, there is always the risk of plagerism but I really admire your work. Are you willing to share or take requests for some of your work?

PokeFreakBror
January 17th, 2009, 04:23 AM
I have got a problem there's five frames in the backsprites in fr/lg your touturial only shows four frames how do i get to the last one??????

пзо
January 17th, 2009, 05:32 AM
This was helpfull.. But I need to Understand more. Make more, they'e good.

alexander7161
January 17th, 2009, 06:07 AM
for unlz.gba to edit items 1810

Zeikku™
January 18th, 2009, 12:53 PM
I have got a problem there's five frames in the backsprites in fr/lg your touturial only shows four frames how do i get to the last one??????

scroll down on tile molester lol

hentai, ill send you my tileset tomorow, but i have a spriting thread on pc so check it out, im on ps3 again so i cant link, but theres a rule about my tiles which ill explain tomorrow

HentaiHentai
January 19th, 2009, 11:02 AM
scroll down on tile molester lol

hentai, ill send you my tileset tomorow, but i have a spriting thread on pc so check it out, im on ps3 again so i cant link, but theres a rule about my tiles which ill explain tomorrow

Ty, and Ill be glad to follow your rules.

Gamer2020
January 24th, 2009, 09:27 PM
The back sprite tutorial can also be used to edit professor birch in ruby.
Picture offset: 0x39DBF4
pallete offset: 0x39E414

foullump
January 26th, 2009, 07:07 AM
The backsprites was nice... When I was a noob, we had to work with the weird colors, and we liked it! xD Thanks for bringing me some light! :)
By the way, your text boxes are amazing! They make your rom hack look outstandingly professional.

NTA
January 26th, 2009, 02:44 PM
what dimensions do the backsprite ned to be?

Zeikku™
January 26th, 2009, 03:01 PM
well up to 64x64 for each frame NTA, and foullump thanks man, you were an inspiration all the way from the Ncraze days, if you ever need help on white graphically, i can always help :P

I should really write more tutorials :P

Liquid Shadow
January 26th, 2009, 03:47 PM
I used the same concept of editing the back sprite to edit the door animations found in FR and Ruby, and it worked (Found offsets myself using VBA). However.. I tried it with editing the waves in Ruby to make them look like in FR but lol it didn't really work out.. way too hard.

Anyways I can't wait for the trainer card part.

Full Metal
February 3rd, 2009, 04:33 PM
can you show how to do the stuff that's in your sig?(the battle bg's and textboxes)

Zeikku™
February 6th, 2009, 11:19 AM
In time yes, Because its exclusive to Liquid Crystal, I'll stall a bit.
I'm trying to find inspiration. so bare with me if the tutorials are going slow.

Full Metal
February 6th, 2009, 04:32 PM
great tut's like these take time! * gets very anxious * btw these tuts' are really great, very easy to follow

Soul.
March 27th, 2009, 08:04 PM
Thanks zeikku!the backsprite editing tut really helped me!
one question:
can u give me the offset of the hero backsprite on ruby?

luigirulze
March 28th, 2009, 06:28 PM
Wow, great job on this tutorial. You made it easy to understand and work with, while keeping it interesting and the graphical presentation i found to be fantastic. Great work!

MrAPT1
March 28th, 2009, 08:54 PM
Hi. I'm kind of new to hacking so I dont know alot about where things are located. Does anyone know where the expression boxes are located? It would be of great help to me.

Matteron (96)
March 29th, 2009, 08:01 AM
This is a really useful tutorial.

Ausaudriel
March 30th, 2009, 12:39 AM
Thanks zeikku!the backsprite editing tut really helped me!
one question:
can u give me the offset of the hero backsprite on ruby?
It'd been over a month and a half since the last post in this thread, try not to post in threads older than a month old unless you've got something really constructive to add.