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Kimonas Kimonas is offline

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Showing Visitor Messages 1 to 15 of 59
  1. Deltakirby
    4 Hours Ago 9:18 AM
    Deltakirby

    Does inserting a non indexed image in OWM work?
    Or can you give me a link for the ancient OWM v1.2?
    thxs

  2. PandiRocks@17
  3. Anthroyd
    5 Days Ago 9:30 AM
    Anthroyd

    Okay thank you. I've made an edit to my question in the thread to give you an update.

  4. Anthroyd
    6 Days Ago 10:51 AM
    Anthroyd

    Hello Kimonas! Please confirm my way of thinking. I want to know if I understand palette slots vs palette IDs correctly.

    There are 16 palette slots available, those being slots 0-15. Each of these slots consists of a dedicated spot in memory where particular palettes are stored. These particular palettes are represented by palette IDs. Only palette slots 0x0 and 0xA, or slots 0 and 10, are dynamic. This means that there are 14 slots in memory that are consistently filled with the same palette ID, while there are 2 slots in memory that are inconsistently filled with differing palette IDs. If a sprite is being drawn onto the screen and has a palette slot of 0x0 or 0xA, it's palette, represented by its palette ID, will fill that dynamic slot's memory area. This in turn means that we cannot have more than two sprites on the screen at the same time if they all use a dynamic slot, since there only exist two of them.

    The Fire Red patch for making the other palette slots dynamic allows us to fit 16 different sprites onto the screen at the same time, assuming these sprites all use different palettes (they all all different palette IDs). If we add another sprite onto the screen with a unique palette ID, it will inevitably have to share a palette slot with one of the other sprites since there only exist 16 of these slots. This would result in a miscolored sprite to appear on screen until one of the other 16 sprites goes away.

  5. Anthroyd
    1 Week Ago 6:31 PM
    Anthroyd

    Of course! I apologize, I missed the notification that you messaged me. :/
    Here's a screenshot of the data. I've highlighted the exact address that is displayed under "Data Address" in OWM:

    Spoiler:

    EDIT: I just noticed that there are two "Data Address" labels in OWM. I've highlighted the one under "Table Menu" instead of "Overworld Menu," but you can still see in the screenshot what the bytes show for the first address as well.

  6. Lightning X
    3 Weeks Ago 4:13 AM
    Lightning X

    I know how to fix manually through hex editing.But I am busy these days.So, editing pointers of almost all ow's will take a lot of time.I don't want to do that when there is a fixer already. so plz give me the fixer.

  7. Tapan681
    May 4th, 2016 6:42 AM
    Tapan681

    Hello there, Thank you for OWM. I am unable to open it. It gives me the following error :-
    "This program cant start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem".
    I am using Win7 64bit

  8. PokéMew
    April 12th, 2016 11:07 AM
    PokéMew

    Thanks a bunch! I'll be sure to ask you if I have another question about the tool, or need clarification.

  9. thetimeruler02
    April 11th, 2016 10:30 AM
    thetimeruler02

    Happy Birthday!!

  10. PokéMew
    April 10th, 2016 2:07 PM
    PokéMew

    Hi there, I have a few questions about your OWM tool if you dont mind.

    1. Does the tool automatically repoint the palette table?
    2. It says I have 18 palettes and 256 free palettes, is that because the table was repointed? If so, how can I use those extra 256 palettes?
    3. What is "palette slot"? On NSE and other overworld managing tools, there isn't anything about palette slots, only palette number (I guess palette ID in this case). What does it do?

    Thanks a bunch!

  11. Lightning X
    March 23rd, 2016 10:44 PM
    Lightning X

    here is the ow I inserted and its indexed

    and in game it looks like this.
    -

  12. Lightning X
    March 23rd, 2016 6:31 PM
    Lightning X

    well i am not saying that.I know OWM doesn't check for existing palette.What i am saying is it doesn't recognize whether the image is indexed or not and always insert a image as a non indexed image.(I Know image will be indexed after inserted by OWM, but i am saying this when inserting).So,sometimes it messes with my OW palette by thinking my indexed ow image as a non-indexed image.

  13. Zero.4
    March 20th, 2016 10:13 AM
    Zero.4

    I'm using Pokemon Fire Red, what should I do with that?

  14. Zero.4
    March 19th, 2016 10:05 AM
    Zero.4

    Hi Kimonas, I'm only telling you that I've sent the .log file that you asked for to solve my problem with the Overworld Manager

  15. Lightning X
    March 19th, 2016 2:31 AM
    Lightning X

    I have found two more bugs:
    *in the newest version sometime it don't recognize correctly whether the image is indexed or non indexed. for this reason when I import a ow(which has a small portion of the first palette used in that ow image) this bug appears and ow looks messy in game.

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  • About Kimonas
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