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  • My favorite thing to do is rom hacking, and talking to my friends!

    My skills are scripting, mapping, and music inserting!

    I'm also making my own Music Inserting tool!

    Name: Ultimate Music Editor

    Feature:
    ~open multiple non pokemon!~
    ~Able to edit the track's instrument using the built in Instrument editor!~
    ~Advanced track editing~
    ~No crashing~
    ~ able to transfer all kinds of gba game's music to the Pokemon Rom!~

    Release Date: Unknown
    Nope, I haven't sent anything.

    I got distracted and it is getting a bit late so I'll send it tomorrow morning :P
    Just Pm me your persons name there pokemon you can have up to six pokemon what legendary pokemon you want to save/ catch

    and come up with one of those things like this
    Example: Mine is: Tyson the flame of truth
    Taken: Phoenix the shock of jutsice
    Taken: Eric the splash of freedom
    Taken Ned the warrior of the see
    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.
    No HEX editing required :P

    I still think you haven't set the pallet correctly when making the .RAW file in NTME. Open NTME and load both your tileset (what you've just shown me) and the .RAW file that you've tried to insert into the ROM. Change the view from looking at the tilemap to looking at the palette map. If I'm correct, there should be large amount of tiles that are using a different pallet to the ones that are correct. If this isn't the case, then just tell me and I'll probably have to write a looong PM about how I insert backgrounds ;_;
    I'd say that looks like you haven't set the correct pallet for those miscoloured tiles in NTME. Since the tilemap is sized 32x64, I'm inclined to believe that you didn't scroll down to apply the correct pallet to the entire tilemap.
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