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View Full Version : [Tutorial] How to put a D/P or fakemon sprite into your ROM + backsprites


Tranitar
September 2nd, 2010, 02:28 PM
Picture Guide and Video Guide

Tools Required
Irfanview
Advanced Pokemon Sprite Editor
Paint
YAPE (Yet Another Pokemon Editor)
First. Choose your sprite, I will be using Buneary
http://img153.imageshack.us/img153/9969/bunearyunindexed.png (http://img153.imageshack.us/i/bunearyunindexed.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Second. the Width and Height, Both at 64 (easily done with attributes)
http://img801.imageshack.us/img801/462/mustbe64x64.png (http://img801.imageshack.us/i/mustbe64x64.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Third. open your sprite with Irfanview
http://img69.imageshack.us/img69/8455/bunearyirfanview.png (http://img69.imageshack.us/i/bunearyirfanview.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Fourth. Go to Image and click Decrease Color Depth, 16 Colors
http://img69.imageshack.us/img69/8455/bunearyirfanview.png (http://img69.imageshack.us/i/bunearyirfanview.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Fifth. Open pallete click the color closest to <- this side of the screen
and change it to the backround color, on the backround color to ->
this side change it to black.
http://img834.imageshack.us/img834/8450/aerafasefa.png (http://img834.imageshack.us/i/aerafasefa.png/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img690.imageshack.us/img690/5058/almostover.png (http://img690.imageshack.us/i/almostover.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Sixth. Save it as a different name then the other one (Preferablly save the first image as -Pokemon Name- Un, and the second one -Pokemon Name- In, Un standing for Unindexed, In standing for Indexed, Unindexed was before we changed the color depth and pallete, Indexed is after we did)

Seventh. So now you should have something two files named something like -Pokemon Name- Un and -Pokemon Name- In, when you open the Indexed one in paint it will look screwed up,Open up a second paint and do this CTRL+A select all and CTRL+C copy it, paste the Unindexed version of it in the Indexed Version of it and save it and delete the unindexed file
save the indexed file as -Pokemon Name- In.http://img121.imageshack.us/img121/9657/easyr.png (http://img121.imageshack.us/i/easyr.png/)
Uploaded with ImageShack.us (http://imageshack.us)

Eighth.Open Advanced Sprite Editor go to the pokemon you are going to erase, click Edit, Click Import all, Double click the indexed sprite, Click update Sprite Pallette, and click the Button to the left of that, if it says something about aborting click the red X of the box that appeared, but if the bottom 2 sprites on the left are good dont click the button to the left of update sprite pallette. Finally click Okay and then Write to Rom, Click Find Free Space and type the code into the start offset and Click okay.

Ninth. Close Advhttp://img255.imageshack.us/img255/7224/nowyouknowhowtouseyape.th.png (http://img255.imageshack.us/i/nowyouknowhowtouseyape.png/)anced Pokemon Sprite Editor, and Open your ROM with YAPE and edit your Pokemon.

For backsprites get a picture of a back sprite, and follow steps 1 - 8, yes the attributes still must be 64 x 64

http://www.youtube.com/watch?v=eQsyRM6_ZIg&feature=channel_video_title

http://www.youtube.com/watch?v=eQsyRM6_ZIg&feature=channel_video_title
(http://youtu.be/eQsyRM6_ZIg)

francisbb
September 17th, 2010, 12:49 PM
No offense but this is competely useless tutoriol

Gamer2020
September 17th, 2010, 01:09 PM
No offense but this is competely useless tutoriol

Oh yeah? What makes you the authority on that?
This tutorial is not useless.
If you think it's useless write your own.

*Edit* and learn how to spell.

Ben.
September 17th, 2010, 01:11 PM
No offense but this is competely useless tutoriol

Sorry, but it will help alot of people.
No offense, but you are completely useless for posted that comment.

itari
September 17th, 2010, 04:07 PM
Paint doesn't work with this due to it not supporting indexed images anymore. A nice alternative is GIMP or Phostshop.

sky_queen3
September 18th, 2010, 01:52 AM
All these tutorials are useless for vista or newer. I will not tell why.

Huh, I'm on Vista and have done something similar before.

hashtag
September 18th, 2010, 01:58 AM
All these tutorials are useless for vista or newer. I will not tell why.No they're not. I suggest you take your ignorant attitude elsewhere if you're going to act like this. :|

itari
September 18th, 2010, 03:40 AM
Well, sorry about the previous comment, you jjst need to reverse some steps, and can work, the problem with the copying and pasting in paint is that paint does not support indexing in newer versions. So, you need to change some steps up for it to work, at least that's what I do.

Huh, I'm on Vista and have done something similar before.

Oh. and it may work for Vista, but it doesn't work for stuff newer than that.

sky_queen3
September 20th, 2010, 12:55 AM
Oh. and it may work for Vista, but it doesn't work for stuff newer than that.

Yeah, Windows 7 has a different paint that stuffs about, just get the XP version of paint to get around that issue. :)

itari
September 20th, 2010, 11:08 AM
Yeah, Windows 7 has a different paint that stuffs about, just get the XP version of paint to get around that issue. :)

Yeah, Windows 7 doesn't have have indexing like I said. But, I found a way to get around it.

TheRogueInferno
September 20th, 2010, 11:30 AM
Will this stuff work with trainer pics or do you have to use different program(s)?

itari
September 20th, 2010, 12:26 PM
Will this stuff work wit trainer pics or do you have to use different program(s)?

No, same way, the trainer sprites are after the pokemon sprites.

tvoza2
October 26th, 2010, 01:37 PM
I followed all the directions, but when i go to test plat to make sure the sprites work, the game won't start. Any advice?

Humm96
October 28th, 2010, 05:52 AM
OMG!! thank you soo much :)

Chimchar 9
October 29th, 2010, 03:53 PM
This is very useful to the newer hackers as it has all the basics. But you may need to explain it more, because some of them may not understand. Anyway, will there be a new tutorial? Like for example "How to insert a trainer sprite." That's if you know how to do it. I'm only saying because it'll be another Tutorial that'll help the new hackers. :)

Tranitar
February 9th, 2011, 12:15 PM
Once i figure out the trainer sprite i will do so okay? atm i dont know how and guys thanks for the good stuffs

Tranitar
July 1st, 2011, 10:51 AM
Not sure if i can revive this cuz its been awhile... but lets find out anyway.

Tranitar
July 5th, 2011, 09:45 AM
I've added a video guide.

jvpski3
August 28th, 2011, 03:19 PM
Dude, thanks!!!! but please gimme a link to download IrfanViewer...

BloodWang
August 29th, 2011, 08:20 PM
This is great! Thanks man

Tranitar
September 12th, 2011, 04:27 PM
bump.

Tooooo short. So... Hai!

liladeel11
September 16th, 2011, 12:35 PM
This tutorial really did help me out especially the video. Thanks.

Ashdejan
October 13th, 2011, 06:46 PM
Just what i was looking for , thanks for the tutorial bro :O !
Edit: I'd just like to correct you on 1 thing , the back sprite doesn't need to be 64x64 , i am using bigger then that and it works just fine.

MissDigitalis
December 28th, 2011, 08:18 PM
Where do you get "Advanced Pokemon Sprite Editor"? I googled it and couldn't find it anywhere.

LucarioLove55
February 23rd, 2013, 03:53 PM
can you do this with Platinum too? not just diamond and pearl?

boomerlok
February 26th, 2013, 08:48 PM
Hi, I like your tutorial but I have a problem, whenever I try to add in the sprites with APSE, I can get it in, but when I hit write to rom I get this:
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Arithmetic operation resulted in an overflow.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4234 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Advanced Pokémon Sprite Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Patrick/Desktop/Advanced%20Series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4236 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I have the latest microsoft.net framework and I am running windows vista, anyone know what is going on?
I have tried this with both Emerald and Firered and it doesn't work.

ChronasDaKid
March 2nd, 2013, 09:24 AM
What about when adding shiny pokemon because when I try to add shiny pokemon the palette get's messed up.

Rebounder86
June 18th, 2013, 07:41 AM
Hi, I like your tutorial but I have a problem, whenever I try to add in the sprites with APSE, I can get it in, but when I hit write to rom I get this:
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Arithmetic operation resulted in an overflow.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at Sprite_Editor.RomFunctions.ConvertStringToByteArray(String& str)
at Sprite_Editor.SpriteData.GetCompressedData(Int32 species)
at Sprite_Editor.Form1.WriteToROMButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4234 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Advanced Pokémon Sprite Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Patrick/Desktop/Advanced%20Series/Advanced%20Pok%E9mon%20Sprite%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4236 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4235 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I have the latest microsoft.net framework and I am running windows vista, anyone know what is going on?
I have tried this with both Emerald and Firered and it doesn't work.

I'm having the exact same problem. How do we solve this?

supersoursky
June 18th, 2013, 08:34 PM
thanks men!, but do you know any tools that can help me
resize my sprites faster like a program?^^

supersoursky
June 25th, 2013, 08:37 AM
can you do this with Platinum too? not just diamond and pearl?

yes im pretty sure you can....

JCInnes
June 25th, 2013, 09:25 AM
Thank you, that was great help!

mitchellz14z
June 26th, 2013, 09:02 AM
nice tutorial, i'm gonna try inserting the dp pokemon sprites in firered