July 13th, 2011 6:28 AM~Anbuja
No no no no no i just didnt express the word right i didnt meant mad but bored to explain it.
and don't worry i understanbd that it would took time to explain things to oters and not everyone like to take they're time to explain things
July 13th, 2011 6:22 AMQuilava's Master
Of course I'm not mad, sorry if I seem that way.
July 13th, 2011 5:26 AM~Anbuja
Well don't bother for it i understand that u do't really feel like it , actually im gratefull u even taked ur time to writte this VM to me
i think im kinda understanding everthing u said so im gonna tro it and maybe get the hang outta it
anyways thank u very much and sorry for bothering u with questions , hope ur not mad at me or somehting
July 13th, 2011 5:21 AMQuilava's Master
I'm sorry but I really don't feel like explaining this, especially since I'm currently on vacation.
But I'll point out some key points. After making your tilemap in NTME you must insert them by either using unzlgba or a Hex Editor. Since I repointed everything manually using a Hex Editor this is the only way I know how to do it. The locations for the battle backgrounds are located around x24EE34 in the Hex Editor. The pointer to the tileset is first folllowed by the pointer to the tilemap [ie. the default grass battleground is found at 2490C4 so in the hex editor you'd see [C4 90 24 08] followed directly by [20 96 24 08] which is where the tilemap for that battleground is located]. All you have to do is change the pointers to point to the location of your battlegrounds.
You can edit the palettes using a Hex Editor as well [as APE was a little buggy for me] by using VBA's "palette viewer". Click a color then reverse the values [which means if a color says 7FFE you'd type in FE7F in the hex editor] then search up the string of colors. The hardest palette to edit is the indoor battleground since there are a few colors that won't change.
July 12th, 2011 8:58 PM~Anbuja
with a hex editor?
would u mind telling me how to do after as it seems i wont get the hang on how to insert battlebackgrounds.
i would really apreatice it if u would take a little bit of ur time to explain me how to insert them=]
July 12th, 2011 7:54 AMQuilava's Master
Yes. I make em manually in NTME and insert them using UNLZ.GBA and a Hex Editor.
July 12th, 2011 7:36 AM~Anbuja
i played ur hack but it the image got crushed when i talked to someone in the first route the first one in there.
but well let me ask do u only import that image of the battle background in NTME and make the tilemap manually and insert it???
July 12th, 2011 7:32 AMQuilava's Master
I didn't run into the same problem. Then again I didn't use Cyclone. I used NTME.
July 12th, 2011 7:16 AM~Anbuja
please tell me....or tell me that u won't tell me...
July 11th, 2011 2:45 PM~Anbuja
exuse me but maybe can u help me a little bit??
im inserting this with cyclone protype and the result is this at the end
does this happen when u insert battlebackgrounds too??
or if u don;t mind telling me in a PM or a VM how u insert them that would help a lot
but if u want to keep it for urself how u insert them it's okay
sorry for bad english btw.
June 5th, 2011 6:22 AM~Anbuja
Oh yess yess i know what you're meaning i thought the same bbut in game they don't look that bad
June 5th, 2011 6:08 AMQuilava's Master
The V Gen tiles. The look really sharp and out of place. But that's just one man's opinion.
June 4th, 2011 10:03 PM~Anbuja
which tiles didnt you like on my map???
thats why i posted it to see if i can improve something on it