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Phantom Phoenix
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  • sure that this is your hack?when i patch its just a standart firered rom or is there anything special on it?
    Is the same process because how would Day and Night work then? :D
    well go on send me hacks patch Im gonna just press the DNS button for you and send it back xD
    Yes, you were right my friend, it doesn't show properly, thank you very much for reporting me this :). The fix for that: goto your OW's Data Pointer (check that in OWM) and after 0x18 bytes there should be a pointer [68 33 3A 08], change that to [70 34 3A 08] and it should work. I'll also add that fix in OWM in the next update
    With OWM:

    *When you click the resize button all of the previous frames are cleared.
    *The dimensions of the image you need to inport must be ( [OW Type's width] * num of frames) x (OW Type's height)
    So if your Type 1 OW has 9 frames, the image you will import must be 144x32
    Ohhhh now i get it. Well then what is happening is 'normal.'

    In the first table,with the way the data is stored, it is impossible to determine how many frames each OW has. To deal with this both NSE and OW RE have "hard coded" the number of frames for each OW. That means that for OW RE, OW 0 will always have 20 frames, OW 1 -> 9, OW 2 -> 11 etc. You can actually check this out yourself, import a table and add an OW with only one frame. If you edit the table with OW RE, it will tell you that it has 20 frames.

    Here's a simple diagram of how the OWs are actually stored



    Every Pointer in the OW Pointers Table points to a pointer in the Data Pointers Table etc. But to be precise things aren't exactly like that in the first table. In the first table things look something like this:

    [IMG]
    (there are also frames pointers to frames data like the first diagram, I was just lazy and didn't draw them :P)

    The important thing here is that Pointer 0 might not necessarily point to Data Pointer 0.

    Here's why that matters. NSE, A-Map (and OWM) start loading the OWs from the Pointers table whereas OW RE loads them from the Data Pointers Table. This is why the order OWs are displayed in OW RE is different from A-Map and NSE.

    To sum up. When your rom is loaded OWM doesn't just repoint the actual data, it recreates all of the OWs. But after that process the Data Pointers are 1-1 aligned with the OW Pointers. Thats why in OW RE their order changes. And not only that, but because the number of frames for each OW is predetermined the result is that OW RE doesn't show correctly the number of OWs like the female protagonist.

    Hope it clarifies things :)
    Hmm i see, could you also send me the image you try to insert?
    Another thing, when you said "*OW 7 (girls ow id after your tool repointed the table)has 9 frames now after repointing..BUT ow id 69 (previous girl protagonists ow I'd before repointing) still has 20 frames (9 normal walking+11 frames for running )" you ment in OW RE?
    There seems to be nothing wrong, the female bike and running shoes work fine as the import function. Could you take a screenshot of your rom when an error of those occur?
    Well with just the JPan patch then do it the order I said in the thread, but if you want to use the patcher with the separate patch you should probably do that first. To be honest I would just use the jpan patch, I don't really know why you would use the clean patch and then the engine.
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