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Kimonas
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  • That was quick! And yeah being able to see the palette slot helps a ton with understanding what's going on. I was confused on how there were no miscolored OWs on the screen if you literally put every single OW in existence onto the map, since there are hundreds of OWs and only 16 slots. Turns out, all of the OWs share the same 16 palette IDs, making this possible. How... unstable, lol.

    Thanks for updating :)
    Ohh! So let me get this straight: OWs with different palettes cannot share the same slot, unless it's slot 0xA. We can't use 0x0 like that since the player is on screen most of the time, so it's basically a static slot also.

    So if we insert new OWs, they're all going to have to use slot 0xA since the others are already taken. That means we can't have more than one new OW on screen at any time. Right?

    My last question is how we are supposed to know which OWs have what slots. Like, when I insert a new OW into the table, I need to set its slot to 0xA, but I can't. Does it automatically get set to 0xA?
    Yes, I think it should be added. If it's left out, wouldn't it be impossible to know if your OW sprites are being loaded under the same palette slot?

    Let's say I have two sprites on the screen. The first sprite is set to load to palette slot 0xA. The second sprite is set to load to palette slot 0xA, also. Because they are both trying to use slot 0xA at the same time, one of them will be miscolored since only one of them can use slot 0xA at any time. If we could edit which slot the sprites loaded to, we could avoid this problem simply by setting one of the sprites to slot 0x0 and one to 0xA, instead of both of them being set to 0xA. Is this right or am I missing something?
    Long time no see, Kimonas.

    I'm working on that overworld sprite editing video I mentioned several months ago. I noticed that you rewrote OW Manager using Qt, so I decided to update before starting anything. I'm a little confused. I remember the old version allowing me to set both the palette ID for each OW and the palette slot for each OW. The program adds palette IDs as needed, but there are only 16 palette slots, 0x0 and 0xA being the only dynamic ones, which we talked about. I don't see the box for specifying a palette slot anymore, nor do I see any indication of it anywhere on the GUI. Where can I find which OW is using which palette slot?
    haven't tried ur newly coded OWM yet.
    I have a question though. where Owm repoints ow table when first opened is pre specified or own searches for free space and repoints?
    Btw, I never mentioned a bug from v. 1.2.1
    when resizing ows if I put 0 in number of frames field all existing ow becomes buggy . So you should do something so that it don't take values less than 1.
    hi Kimonas! How r u?
    I am getting sand footprints bug after using ur tool......
    When I walk in sand tile ( which has behavior byte set
    to 21 for footprints ) instead of showing walking sand footprints animation it shows animation of raiding a bycle in sand ..
    Personally, I find them weird because some huge Pokémon are at 32x32, 64x64 also seems to be huge for a Pokémon OW...
    By the way, do you have plans to make a 32x32 OWs of those Pokémon who has 64x64 OWs (Steelix, Lugia, Ho-oh, Wailord, Kyogre, Groudon, Rayquaza, Dialga, Palkia, Regigigas, Giratina, Arceus, Reshiram, Zekrom and Kyurem)?
    Thanks! Well, last year, this site was hacked I think... And most of the attachments prior to that day were broken and that includes your attachment there...
    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.
    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.
    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).
    geia s kimona,ti kaneis?!xreiazomai voi8eia se kati an mporeis na me voi8iseis 8a s imoun ypoxreos...!steile m mnm an mporeis...!
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