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  • That's nearly impossible...
    ... I don't understand. It worked perfectly for me.

    Hmmm... Is it possible for you to send me an ips, at this point I can't really diagnose the problem unless I can see and mess with it in small increments.
    I promise I won't steel your content or go around posting or spilling secrets about your stuff.
    OK, first of all, I think I have the answer...

    Secondly you should use offsets after 0x800000 unless you REALLY know what your doing.
    -offsets 0x161FC0 and 0x162000 contain pre-existing data in a default firered rom, and using or overwriting them with palette data, might have negative effects on your game.
    -Were these free in your ROM, did you mess up while finding free-space, or did you put in the pointers wrong?

    Now for the solution:
    It is one of two things (or both)

    -You either are using the same palette for 0 and 10 and just need to re-import and save in NSE or you haven't re-imported the palette to begin with.
    or
    -You haven't been reloading the maps in VBA.
    After you make a change, you have to move to a different map in VBA to see it.
    ex: Walk in and out of your house

    Other than the pointers, which I really recommend you change, your table looks fine, the OW has all the right data.
    This should work... fingers crossed...
    OK, it just worked fine for me, so you must have done something wrong.
    Probably with the palette table, post a new pic of your palette table, with the same 8 columns, and I should be able to tell you what went wrong!!!!!
    In NSE, you have the girl OW set to use palette 10, right?

    And palette 10 is now its own unique palette, right?
    -So when you toggle between palette 10 and 0, the palette offset changes in the "Info2 : Found" box.

    So unless palettes 0 and 10 still have the same color information, you didn't un-link them, or I missed a horribly important step, every thing should be good.

    Still, I'll go through the same procedure I had you follow and let you know if my results match yours, and if I encountered any problems.
    This will take "a couple of minutes"... :)
    OK, 0 is good!

    The game loads the main character's palette into slot-zero in RAM.

    Now the next thing to check is if the palette in slot zero (the top) of VBA palette viewer matches palette 10 in NSE.
    Really, a pink background, that's pretty strange...

    In VBA is the OW using palette 0 (use the OW tool), and is the top loaded OW palette in the palette viewer the same as the one shown in NSE?
    Hmm...

    You changed the pointers to free space, then imported the palette right?
    -what is the new offset for palette 10?

    Did you import the "fixed" palette, with blue as the first color, so when you turn off "BackColor" in the options menu, you see the OW with a trasparent, not blue, background?
    You actually have to change two pointers :)

    Open to your palette table in a hex editor, I recommend you use an 8 column view for this.

    At offset 0x161eb2 you have the pointer to the colors for palette 10,
    and at 0x161eba you have the pointer to the colors for the reflection version of the palette 11 (you know the reflection on water)

    find 32 bytes of free space at an offset that ends in a zero and put this pointer in the first slot 0x161eB2


    find another 32 bytes of free space at an offset that ends in a zero and put this pointer in the second slot 0x161eba

    Now palette 10 will have its own colors from palette 0.
    NSE should just draw a black square on the girl OW.

    So just import the palette again and you will see your OW.

    You can also edit the colors for palette 11 to be a blue-ish version of your palette for reflections.

    I've got to go, if you have any problems let me now tomorrow...
    Um... it also looks like your palette for your OW is still discombobulated. (Blue should be the top left color in the palette box)
    -If you post one of the frames (in an indexed image please), I can fix it for you...

    Palettes 0 and 10 are linked to the same palette in your palette table, so when you change palette 10 you change palette 0 as-well.

    Do you want to un-link them and have two different palettes for the boy and girl?
    I can talk you through it.
    When you refresh the image it stays correct in NSE, right?
    You're saving the palette correctly I assume. Try re-saving it (Edit>Palette Save)

    Everything else looks correct with its data...
    Seriously?

    Post a pic of NSE in advanced mode after you change the palette to 10 again.
    Yeah, E should be fine for other sprites, as long as the nibble is set properly in the palette register...
    So just use palette 10 instead of E
    Always use palette 10 for the girl hero, and palette 0 for the boy hero,
    and don't use palette 0 or 10 for anything else (if you can avoid it...)
    The game seems to be hard-coded to make the player use these two palettes, so E won't work.
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