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Showing Visitor Messages 1 to 15 of 64
  1. kevintran21087
    16 Hours Ago 10:50 PM
    Sorry for asking you a little question as after apply your Overworld Manager Tool,
    some OW sprites are messed up (Pokedex into Cuttable Tree and Pokeball into Pokedex) as i open my bag and it's all fixed up but for the next time... it still there...
    Another messed up though, after inserting Steven sprites resource to the slot of the Aide.... when the hero enter Oak's Lab, the hero's sprites messed up and when head outside... it's ok again.
    Hope you look into this problem to me.
  2. Spherical Ice
    1 Week Ago 12:37 PM
    Spherical Ice
    Nope, it's not exclusive to Pokémon, so go ahead!
  3. Anthroyd
    2 Weeks Ago 2:31 PM
    Hi Kimonas!

    I'm dropping in to ask permission to show off your Overworld Manager software in an upcoming tutorial video. It's almost time to explain how overworld sprites work, and I think Overworld Manager would be the best option for the job.
  4. cosarara97
    2 Weeks Ago 12:38 PM
    Well I would have expected an email instead of a PokeCo profile message, but whatever works lol.
    I guess the question is what do you want to do with the dissassembly once it's done. The problem with the method you described is that you won't be able to tell what's code and what is data, and where subroutines start.
    To use r2 to its full potential I think the best way would be to first run a full analysis with it and then use its python API to export every function detected.
    I think there is no automatic separation between ARM and Thumb code yet, so you'd have to set the section first. ARM is probably only used just at the start of the ROM and maybe in sound code, so for the most part you can assume everything's thumb. Also, you should make sure it's mapping the ROM at it's proper address in memory (0x8000000).

    If you need help with anything, the guys in #radare at freenode are really helpful and know a lot more than I do (the devs are pretty active in there).
  5. KWSTAS25
    4 Weeks Ago 5:04 AM
    geia s kimona,ti kaneis?!xreiazomai voi8eia se kati an mporeis na me voi8iseis 8a s imoun ypoxreos...!steile m mnm an mporeis...!
  6. Deltakirby
    June 28th, 2016 9:18 AM
    Does inserting a non indexed image in OWM work?
    Or can you give me a link for the ancient OWM v1.2?
  7. PandiRocks@17
  8. Anthroyd
    June 23rd, 2016 9:30 AM
    Okay thank you. I've made an edit to my question in the thread to give you an update.
  9. Anthroyd
    June 22nd, 2016 10:51 AM
    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.
  10. Anthroyd
    June 15th, 2016 6:31 PM
    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:

    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.
  11. Lightning X
    June 2nd, 2016 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.
  12. Tapan681
    May 4th, 2016 6:42 AM
    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
  13. PokéMew
    April 12th, 2016 11:07 AM
    Thanks a bunch! I'll be sure to ask you if I have another question about the tool, or need clarification.
  14. thetimeruler02
    April 11th, 2016 10:30 AM
    Happy Birthday!!
  15. PokéMew
    April 10th, 2016 2:07 PM
    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!

About Me

  • About Kimonas
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