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Sorry if I'm making you wait for a loong time!
Good news is that I've completed the whole thing.
And up to now, I'm still organizing the set of routines and checking for any bugs.
When I mean long, I reeeaally mean it!
Maybe I can post it next week, school has been a bugger on my progress...
There's a way to use Irfanview's .pal exports.
Just temporarily increase the color depth of your image to 256 colors and export.
Then in APE, load the palette to be replaced and then open the .pal file. (On the changed palette)
You should be able to import the palette much easier.
Well, that's...
Hmm... That's weird. o_O
That should have done the trick. May I see the .bin file of the compiled routine?
It should be:
[spoiler]
The one in bold is the RAM location of loadpointer 0x1.
Try doing again on a clean ROM.
Me thinks that you've used the wrong routine.
Umm... I tried also inserting the body text routine only and using that hack only and it worked perfectly.
Make sure you've used loadpointer 0x1 0xPOINTER_TO_TEXT since it's that parameter that the routine uses to get the text. Take note that if you didn't loadpointer and used the special 0x108...
Making some good progress here! :D
With the 256 color hacks and all.
But I still haven't started with the text position manipulator, damn! xD
And with college stuff and all, it's gonna take a lot longer.
But rest assured it's going to be done! ;)
EDIT: I found out that using waitstate after...
I think I found it!
It's in the WRAM specifically at 0x020375F8. You can change it's contents without the fear of it getting overwritten (unless of course, you do map refreshing stuff) and the palettes change like clockwork!
Thank you very much! :)
Now, time to dominate the world! Hahaha! make...
Oh, yeah. I want to ask you something, when I saw your thread a while ago.
How do you prevent the PALETTE RAM from getting overwritten by the game when you load your own values? When I followed Giga Universe's post (#12), it caused the screen to go white. Was that the forced blank he was...
Yes, I have encountered that problem when I'm trying to replicate it on another ROM. But I have already fixed those problems. (I found out that my tileset data and raw image data were swapped causing that black screen as you said and literally staying black). Well, can you try this patch of the...
Yup, that's the one.
Though even if you mute the sound effect, it will still have that delay (waiting for the original song to finish). But it's a step forward.
Unfortunately, it still plays the fanfare as I only hacked the loader in the routines.
Well, if you're using the music loader hack (I think it was from Mastermind_X) you could do:
setvar 0x5000 0x104
setvar 0x5002 0x0
....
//specials here
....
setvar 0x5000 0x104
setvar 0x5002 0x104
That might...