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Kimonas
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  • 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.
    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:
    Spoiler:
    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.
    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
    Thanks a bunch! I'll be sure to ask you if I have another question about the tool, or need clarification. :)
    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!
    well i am not saying that.I know OWM doesn't check for existing palette.What i am saying is it doesn't recognize whether the image is indexed or not and always insert a image as a non indexed image.(I Know image will be indexed after inserted by OWM, but i am saying this when inserting).So,sometimes it messes with my OW palette by thinking my indexed ow image as a non-indexed image.
    Hi Kimonas, I'm only telling you that I've sent the .log file that you asked for to solve my problem with the Overworld Manager
    I have found two more bugs:
    *in the newest version sometime it don't recognize correctly whether the image is indexed or non indexed. for this reason when I import a ow(which has a small portion of the first palette used in that ow image) this bug appears and ow looks messy in game.
    No, I didn't. As for the tonc, it's a well-known site to me. Once in a while I pop there and read a section or two. Though, things like affine transformations are too much for me.
    Ok, i tell you if my partners find a bug or issue, but i will use the tool, so...i will test the tool for find bugs/issues too.

    I'm sorry for the bad english, i can understand and write, but the gramatical times are my weakness xD.
    Hi, I posted your tool(OWM) in my website(just the image, the name of the tool and the author, plus a link which redirects to your thread). I hope you don't mind about that. I'm not here to make spam so I'm not posting the link here; but you can find it in my signature if you want.
    Thanks for your tool and good luck with future releases!
    generally if they set R0 before popping, and don't pop R0, that means they have a return value. I think those functions would return an exit status to determine success or failure, so it returning 0 must be in the case of successful execution with valid parameters.
    Flags are in save block 1. You can use the set, clear and check flags to be manipulating them. There's a function called flag_access which you can use to try and figure out their addresses. That said, flags are sequential bits, so it probably won't be a good idea to directly try to edit them as with variables.
    Hey men, i uploaded your tool to mediafire for the post in WaH, you know xD WaH don't use the same system of Pokeco.

    Thanks for all.
    I helped SphericalIce with the same issue earlier. I think you downloaded the template before the alternative versions were pushed in git. Great that you figured it out though :D
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