New palettes in Fire Red for OW's!
View Single Post
July 31st, 2013 (07:05 PM). Edited July 31st, 2013 by MrDollSteak.
Formerly known as 11bayerf1
Join Date: Dec 2008
Location: Hong Kong
I've noticed that changing the bytes fixes the sprites the first time you enter the map.
However if you open up a menu say the Pokemon screen and close it. When you return
to the map the sprites will glitch. I believe this is connected to the level script command 0x5
load on entering map and on menu close. I was wondering if anyone has experienced or fixed
EDIT: This seems to be related to the actual palette slot that the sprite has! Depending
on the palette slot it looks discoloured in a different way.
It seems that setting the Palette slot to 1A, 1B and 1C allow the sprite to retain its colours
as long as there aren't conflicting ones on the map. So if you have three unique palette sprites
use those three. I imagine others work too, but those three are the ones I can definitely
MrDollSteak's Decap. and Attack Rombase (Version 1.5a)
Gen VI: DS-Style 64x64 Pokemon Sprite Resource
Sugimori Palettes: DS-style 64x64 Pokémon Sprite Resource
Ability Resource Thread
Adding New Custom Particles
Adding New Types into Emerald
View Public Profile
Send a private message to MrDollSteak
Find all posts by MrDollSteak
Find threads started by MrDollSteak
Ignore Posts by MrDollSteak