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  • Yes, now i understand it, you load 2 half images, and thats the reason for that image you posted. And you first load 1 half and then load the another.
    Thanks, i got it now! :)
    Ohh now i get it. So, you just know that all tiles are present in order in that square tilemap.


    About the routine, i've understood this part:
    [SPOILER]

    But i can't really understand this one:
    [SPOILER]

    Could you please give me a brief explanation of what it does? I'm still learning SWI's...:paranoid:
    Hi there, darth. I've seen the routine you posted for showing the split image in the party screen and i understood it almost nicely. Just one question, though. How do you choose the coordinates where the image shows?

    Thanks in advance. ~Sonic1
    Hey Darthatron. Did you get my PM? I need the offsets for the for the types and the world map and how to repoint to add new types and increase the number of world map tiles. Thanks man.
    If you have some free time, would you mind looking through your notes for anything else on OW's
    -Thanks

    P.S. yes I know today's not Wednesday, but I spent all yesterday playing Skyrim (such a fun game)
    I asked JPAN this question, but I should ask you to, you might have the answer I've been looking for.

    I'm working on a newer OW editor for NSE 2.X, but I'm missing some info on a couple pointers and bytes in the OW header.

    Here's what I know/ask:

    There are 32 bytes that make up a sprite, or at least its properties.

    Bytes 0-1 are the starter bytes (0xFF and 0xFF)
    Byte 2 is the palette index
    Byte 3 is ALWAYS 0x11 Why?
    Bytes 4-5 have something to do with OW type or size, any idea?
    Bytes 6-7 are the frame size
    Bytes 8-11 are size Width and Height
    Bytes 12-15 have something to do with palette loading, any ideas? These have to be adjusted to reflect palette changes, but I don't know why.
    Bytes 16-19 are the first pointer, to what? what is the loaded info doing?
    Bytes 20-23 are the second pointer, again to what and why?
    Bytes 24-27 are a pointer that has something to do with animation, again what's at this pointer and what is it doing?
    Bytes 28-31 are the third pointer, pointing to the pointers to frames in the frame list.

    Is there a table of the number of frames for each OW...
    -or is it just a matter of what movements are applied to said OW during a script?

    How are animations stored? Where is the data that shows what frames to load for each movement?
    (In NSE [classic] I stored all the "anim-pointers" and would allow you to change the OW pointer, but I don't know WHAT its pointing to)

    I really hope you can help, I don't want to have to revert to the same nasty code that was in NSE [Classic] (lots of guessing),
    and I want to make a super-powerful OW editor that anyone can use...

    -Thanks in advance
    Don't know if its been asked before, why doesn't the existing data show up in Evolution editor pro when i open the ruby rom?
    Haven't ROM hacked for about a year, so... I'm quite a bit rusty. :/
    I'll probably have to relearn everything, haha. But I will try doing as you said :-)
    HI COULD I ASK SOMETHING ABOUT THIS POST YOU MADE??

    Go to 12462E in a hex editor and change the byte to 00.

    mine is 124620-------01 08 which byte should i change to 00 so the BADGE check will be Disable?
    Ah. Dangit.. well, isn't it possible to simply use the sprites that Ritz DOES have of Marche and have Marche's specific sprites remain? Or no..
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