I want to replace normal non shiny charizard with that black mega charizard. I want to script an event that only a normal charizard will appear but now that I think about it thankyou for giving me an idea for the different mega charizards :D
Look for the missing ocx-files with google. And if nothing works, check out Skeetendo Inc. There ought to be some tutorials there that can help you.
I wouldn't advise to insert the same sprite twice just for modifying the shiny sprite palette. The games work so that they pick up the sprite used by that pokemon with routine A, and then routine B decides whether to take the normal or shiny palette of that pokemon through one data table.
In other words, the sprite is stored only once while there are two entries of the palette - normal and shiny.
Besides, if that shiny Charizard sprite has the same palette as the original one in the game, you won't even have to do anything about it. The shiny palette won't change when you insert the sprite of normal/unshiny one.
Though palettes can be worked with a hex editor all the way. Palettes in GB/C are stored as 16-bit data (16 bits = 2 bytes) so that the first five bits define "How Red?", the next five bits "How Green?" and the next five "How Blue?" , so "RGB" 16-bit palette form. The remaining sixth bit (because 5 + 5 + 5 = 15) is unused.
(And don't worry if this doesn't make any sense just yet! It "shouldn't" )
Look for Sawakita's RGB colour picker tool in Skeetendo Inc. You can choose a 16-bit RGB color and it shows the 16-bit value of that in hexadecimal form (big endian format!). You need to rotate its two bytes around to form a 16-bit little-endian data set, and then, it's ready to be written like that in the game.
Hahha! Well, I know and can do quite a lot on my own, but there are things that I can't achieve myself either.
By the way, have you watched my hacking tutorials in youtube? There are lots of things covered in there that you're (most likely) not familiar with. Especially, if you're not used to handling with tables, programming in general or assembly.
You should edit the text data either with Poketext and a hex editor, or a hex editor alone. Hex code 57 is used for telling the game that no more text data is loaded. 58 does the same but also keeps the text box open.
That's the way Poketext works.
To fix things up, use a hex editor and you're good to go.
Sometimes Poketext tends to act inaccurately though. So if you save some text and it has problems storing the data in the rom, gives error messages and the text box where you wrote the text looks "weird", don't click Save to store the data in the rom. For me, it has sometimes stored this text data in another part of the rom.
If this happens, just copy the text data to "keyboard's memory", open the rom with Poketext again, and paste the text there. Then, see if the text compiles "the way it should".
The battle sprites are stored in compressed format in the rom. In other words, to insert "functioning" battle sprites into the rom, you need to compress the images, while you insert them, to make them look proper in the game.
If you were to insert images into the game without compressing them, you could use a tile layer editor for that. AgiXp is a game-specific program that can insert new sprites into the game and compress them with the compression format that G/S/C use. So basically, use AgiXp to do the job.
Hey, we spoke a little bit on your youtube channel awhile ago on one of the tutorials for G/S hacking, now I just want to know how do I edit trainer sprites by that I mean the actual sprites of the trainers like when you go into battle with them. If there is a program to do that do you know of it and if they need offsets or whatever where can I find them?