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Showing Visitor Messages 1 to 10 of 65
  1. Shiny Quagsire
    July 9th, 2014 08:58 PM
    Shiny Quagsire
    First off you'll want to download DevKitARM. Just follow the guide here and you'll be fine. From there iirc most of my projects include a compile.bat which works across most if not all my projects in the event that one of them doesn't include the compile.bat. If you need an example to test on, use this project and go from there.
  2. karatekid552
    May 16th, 2014 05:57 PM
    I don't
  3. karatekid552
    May 16th, 2014 02:36 AM
    I have no idea how to force it to use those palettes. It will require ASM though.
  4. karatekid552
    May 15th, 2014 05:35 PM
    All of the palettes above 0xA are unusable. The coding of the game prevents them from being used for OWs. I have no idea why, but it just is.
  5. karatekid552
    May 14th, 2014 06:56 PM
    Close, it is only 1X 01 00 00. Only the lower half (the right half, the part with the lowest value) is applicable. That is the palette slot in the palette viewer that the OW will load it's palette into and then use.
  6. karatekid552
    May 13th, 2014 06:22 PM
    Okay... I think you are missing what I am saying....
  7. karatekid552
    May 13th, 2014 02:51 AM
    That is for a different issue. You litterally just need to hex edit the byte that controls where the palette is loaded to. That is in JPAN's manual, written out very clearly in the overworld section. Look for the picture of the bad player sprite.
  8. karatekid552
    May 8th, 2014 06:08 PM
    Each OW has a byte associated with it that says which index it loads its palette into. That is the byte you need to change. JPAN outlines this byte in his documentation for his hacked engine.
  9. karatekid552
    April 14th, 2014 04:23 PM
    I have no idea what you just said..... However, I will repeat, I do not know how to use the timer.
  10. karatekid552
    April 13th, 2014 06:54 PM
    I don't know, never had to use it. Did you read his documentation?

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