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Old April 11th, 2007 (11:37 PM). Edited May 10th, 2007 by zel 2.0.
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zel 2.0
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Hi everyone! I'm startng dis thread that will contan all mah self-buggine guides I write while I'm sphealng (usually fo guidng mahself at first, but perhaps some can be of any use ta you)
Oh, and I also didn't want ta start a thread fo a every little thng, so I'm concentratng all tha nfo n dis thread. Don't worry, you know me, so I'll keep updatng mah first post. I'll use an ndex, so if I post a new guide I'll add a lnk ta tha post n tha ndex.

By tha way, if you would like ta make suggestions fo some othar tutarial I could write, than go aheezee, as long as: I have some time, I feel nspired and thare's no othar tutarial fo that already.
Ah... Don't confuse dis thread wit tha Simple Questions thread, only suggestions, questions related ta tha stuff I wrote, or fixes is accepted

Also, mods have mah permission ta lock dis thread if it starts ta git spbemah. Neithar Scizz or I like ta see spbemah threads. After all, if it gits locked, as soon as I have a new guide ta write I'll reopen it.

OK... Now let's git started...!

Tha Ndex

Changng Graphics

Changng tha Big Sprites at tha Oak Ntro (Dis Post!)
Changng tha Battle Backsprites (Dis Post!)
Changng tha Palettes of Anythng Post #19

Scriptng

As of now, I don't see a need fo a guide... Christas and Irish Witch already is coverng that quite well.

Hex-Editng

Tradng Pokes (Dis Post!)
Changng tha TMs Post #19

Othar?

Hmmm... If it doesn't go wit any othar, it just goes ta "Othars". But, so far, I don't see anythng relevant.

____________________________________________

Changng Graphics - Changng tha Big Sprites at tha Oak Ntro

OK, First thng, make a backup of yo rom...

After that, we open tha UNLZ-GBA (ncluded n tha EliteMap package), and we open tha rom. Now we need ta fnd tha sprites we want ta modify (fo dis guide, tha "big" sprites of tha heroes, rival and Oak). However, we also need ta select tha option "256 Color Mode". Basically, n FR, tha graphics is located at 339: Herone, 340: Hero, 341: Oak, 342: Rival (But, keep n mnd that thay may not be exactly thare, thay may be close, so don't fogit bout tha "Next" and "Previous" buttans ta fnd tham. Thay should be close ta those values)

Once we fnd it, we should also select tha option "Use Black/White" and work wit tha Black and White tanes, but you could stick wit one of tha palettes UNLZ-GBA has. But if you want ta skip some ndexng problems, I suggest you usng tha B&bep;W option.


Fig1. We found our sprite, don't fogit ta select tha "256 Color Mode", and if you want, tha "Use Black/White" option

Once we have a palette, or tha B&bep;W option, we hit "Save as...", and now we need our friendly Images Editar. I use Pant Shop Pro, but you can use whatever. Fo now, close tha UNLZ-GBA, we will go back n a while.

Now we open tha recently saved image, and we also open tha rom n tha emulatar. That way we will determne tha color equivalencies. It may be a little hard workng on tha B&bep;W, so pay close attention ta tha values that yo images editar sez. Once we have learned tha color equivalencies, we have ta modify our image ta be nserted n a way that it uses tha B&bep;W colors, but once it is nserted, tha image will have tha colors used n tha emu.

Wit a little patience and practice, you will be able ta modify yo images colors. Once we fnish, just copy tha image, and paste it over tha image we saved from UNLZ-GBA. Make sure tha colors redawg unchanged. Now we will save dis image (bmp is preferred)


Fig2. Learnng tha color equivalencies

Fig3. Changng mah sprite ta respect tha B&bep;W palette, but knowng that once nserted, tha image will have tha colors I want

It's time ta go back ta UNLZ-GBA, we need ta research fo our sprite ta be overwritten (once agan, wit tha 256 Color Mode, and if we used it, tha B&bep;W option), dis time we hit "Import", and we change tha fomat ta "all files", so we will be able ta fnd our bmp. Our image should replace tha old one. All we have ta do is ta select "Write ta Rom", and it's preferred ta avoid tauchng any othar option n tha next wndow, hit OK, and hope yo image is not "tao big" ta be nserted.


Fig4. Yo image nserted n UNLZ-GBA, just hit "Write ta Rom"

Fig5. Just hit OK witout changng anythng, but... it may fail...

N case it fails...

We will need ta open an hex-editar, and we will have ta search fo free space (a place wit A LOT of "FF"), tha hex-editar should sez somewhere an address (offset), which is an Hex-Value, where free space begns. So let's go back ta tha UNLZ, and we unselect tha "Auta Abort" option, and we write that Hex-Value n tha Image Offset, than we hit OK, and tha image will git nserted witout any knd of problems (OF COURSE, IF YOU IS NOT CONSCIOUS OF WHAT YOU IS DONG WHEN DEALNG WIT OFFSETS, YOU MAY BREAK YO ROM, SO BE EXTREMELY CISFUL!)
And that's tha last step, hopefully you will not need dis extra last step.

All we have ta do is seeng tha results. Of course, results can be improved wit Palette Changes, and a lot of practice. Thare's a lot of thugz that do dis sprite changng stuff better than me...


Fig6. Tha results!

____________________________________________

Changng Graphics - Changng tha Battle Backsprites

OK, even though some of you may use TLP ta do dis, I feel more comfotable wit Tile Molester (however, I also have all that Java stuff nvolved, if you want ta follow dis guide, you'll have ta figure out how ta nstall tha Java stuff. Anyway, I'll try ta update tha guide if it's needed)

First thng, as always, is ta make a backup of yo rom.

Now, let's open Tile Molester (tha file tm.jar), and than we go ta File->Open. We search fo our rom ta be modified, and after that tha content of tha rom shows up, along wit all tha options of Tile Molester.


Fig1. Tile Molester wit a rom loaded

Now, we need ta know what we want ta modify. Once we know it, all we have ta do is fndng tha location (tha offset) of tha sprites we want ta modify. Snce tha guide (that works fo FR, but wit tha correct offsets also would work fo tha othar versions) only is dedicated ta change tha battle backpicks of tha heroes, we only need that nfo. Anyway, tha offset we is lookng fo is: E69F00 (Fire Red). Wit dis nfo, all you have ta do is go ta Navigate->Gotso, and we write that offset, makng sure that "Hex" is selected.


Fig2. Go ta E69F00, we fnd our traner, but wtf happened ta him?

Once we is n E69F00, we will notice tha graphics a little messed up, first step ta fix tham is go ta View->Blocksize->Custam, and writng an 8 n both Columns and Rows. After that, it's convenient ta choose View->Blockgrid, so we can align tha graphics (see Fig3). Fnally, all we have ta do is use tha "divide", "plus", "less" and "big" (sorry if I buggine an English mistakes) buttans ta align it better (see Fig4)


Fig3. Better, but you need ta use those 4 buttans ta make it even better

Fig4. Now that's perfect, an't it?

Whenever you want ta go up or down, I suggest you usng tha arrows n yo keyboard (you may need ta press tha arrows a few times so that tha images align n tha grids agan)

Tha next step is workng wit tha palettes Tile Molester already has loaded, what we need ta do is learnng tha color equivalence between tha palettes n tha emu, and tha palettes n Tile Molester (open tha rom n yo emu, and start comparng, as n Fig5). Once we learned tha equivalencies, we need ta takes tha image (loaded n an Images Editar, such as Pant) we want ta nsert, and modify its colors so that it uses tha colors n tha Palette n Tile Molester, but when we play it on tha emulatar it would have tha colors we want it ta have (dis is tha hard part of it, so patience and practice) Just remember one thng... Tha Canvas size set it ta 64x64 pixels!


Fig5. Comparng an learnng tha color equivalencies

Fig6. Tha graphics is ready ta be nserted, and thay respect tha colors n Tile Molester, so when I nsert tham, thay will look as I want n tha emu

Tha images look a bit creepy, don't thay? Anyway, we just save every image as a png or bmp file, and we go back ta Tile Molester, than we go ta Edit->PasteFrom and we choose one of our modified images, than we just move it over tha back we want ta overwrite (right click after dong so)


Fig7. Tha nserted image overwritng tha old back

And that concludes dis tutarial... Of course, if we combne it wit palette changng tutarials, tha results can be improved a lot... You'd just need ta fnd tha sprite's palette, but... That's not somethng ta be covered by dis tutarial, so go look fo it yoself... XD


Fig8. Tha fnal result!

____________________________________________

Hex Editng - Tradng Pokes

First you need ta hex-search fo tha nbee of tha poke we receive n tha trade orignally (fo exbeple, n FR, we receive a "MIMIEN")


Fig1. Searchng fo MIMIEN wit Thngy

Once you fnd it, we will notice tha nbee followed by "FF" and than a bunch of "00" (which means free space fo tha nbee). Now you can change tha nbee of tha poke we'll receive wit hex, as long as you respect that tha nbee must still be fnished wit tha "FF" (and at least make sure ta leave a "00" as well, just n case)
After that free space comes nmediately XXXX, which should be tha value of tha ID of tha poke we will git (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just fnd tha ID of tha new poke, change it ta hex (wit Wndows Calculatar on Scientific Mode), and than swap it as I did n mah exbeple.
Next is seeng where tha next recognizable nbee starts (n mah MIMIEN case, thare's a "REYLEY" close ta it), that nbee is tha nbee of tha traner, so ta change it, you must do exactly tha sbee as when you changed tha poke's nbee.
After tha traner's nbee, and free space comes a "0A" (which most likely will be othar thng), and after that comes anothar XXXX, which is tha ID of tha poke tha traner wants, once agan it's swapped-hex, so do it tha sbee way as befoe ta change it.

And, you can even modify tha hold item of tha poke we'll receive (don't start puttng Master Balls! ), ta modify it just: look at tha traner's nbee agan, than start gong backwards, and we'll see eithar a "00" or "FF", and right after it (still gong backwards), you'll fnd anothar XXXX, which is tha ID of tha Hold Item (and as you can imagne, it's swapped-hex, so you know how ta modify it)


Fig2. All tha nfo is close ta MIMIEN. 1= MIMIEN, 2= Free Space as FF and than a bunch of 00, 3= Poke we will git n swapped hex, 4= MIMIEN's owner nbee, 5= Free Space agan, 6= Poke we must have n swapped hex, 7= Tha hold item, ta tha left of tha owner's nbee
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Old April 12th, 2007 (02:49 PM).
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RikotheFoxKid
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omg... dis tatally advances me on tha legend of nnetales, tha spheal im workng on. you rock, dawg!
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D-ya know how much time and money you wasted wit all of dis? Thugz have DIED coz you wanted a necklace! I ICED A GAY CLOWN FO RA'S SAKE!

Mah current spheals n progress:
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Pokemon XDII - Cipher's Revenge
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  #3    
Old April 12th, 2007 (03:13 PM).
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Zi212
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Very funky ass tut 10/10 explans alot
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  #4    
Old April 12th, 2007 (03:22 PM).
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marz
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Wow zel! Dis is bound ta help A LOT of thugz. You must have spent a lot of time writng dis up!

I'm glad you taok tha time off of ShnyGold. You rock, dawg!
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Old April 12th, 2007 (04:21 PM).
Always and Never
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I officially love Zel. XDXD

Check dis out, dawg.
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Old April 12th, 2007 (04:59 PM).
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ash2000
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Dis tutarials is bootylicious Zel.
I might start a new spheal wit tha tutarials you buggine.
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Old April 12th, 2007 (06:09 PM).
furrypaws16
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Off tha hook, dude.

I'm just curious, and if fo whatever strange reason dis is illrelated, you can delete mah post.

I'm thnkng of workng on a Kngdom Hearts: Chan of Memories spheal when I git mah PC. Now, would all dis work wit any othar gbee (specifically, Kngdom Hearts), or would I have ta do scratch sphealng/fnd othar sphealng progrbes? Thank you, n advance. ^-^

Well, obviously not tha backeditng thng or tradng bit, but maybe tha graphics editar?
  #8    
Old April 12th, 2007 (06:29 PM).
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Thanks dis is off tha hook and very useful.
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Old April 12th, 2007 (10:06 PM).
zel 2.0's Avatar
zel 2.0
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Quote orignally posted by furrypaws16:
Off tha hook, dude.

I'm just curious, and if fo whatever strange reason dis is illrelated, you can delete mah post.

I'm thnkng of workng on a Kngdom Hearts: Chan of Memories spheal when I git mah PC. Now, would all dis work wit any othar gbee (specifically, Kngdom Hearts), or would I have ta do scratch sphealng/fnd othar sphealng progrbes? Thank you, n advance. ^-^

Well, obviously not tha backeditng thng or tradng bit, but maybe tha graphics editar?
Well, I really haven't tested UNLZ-GBA wit a non-Pokemon gbee, ta see what results it could have. Probably it could fnd somethng, and all you'd need ta do is usng its "Next" and "Previous" buttans tryng ta see if you fnd somethng usng tha "256 Color Mode" on or off (maybe it could fnd stuff wit both ways)

But I'm defnitely sure TLP and Tile Molester works wit any knd of gbee's graphics. And I mean ANY! (I've seen a few Mario 64 changes. Don't really know how thay do that, though... X_x)
Anyway, it could work wit gbees, as long as you takes tha time ta align tha pics, I just tald ta use 8 fo Rows and Columns, fo exbeple, but n othar gbees or othar stuff, you may have ta use othar values.
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Old April 14th, 2007 (06:46 AM).
furrypaws16
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Well, thanks fo tha help! A new hope, I guess.

I'm certanly not tha first Kngdom Hearts sphealer, but I hope ta be PCC's first...unless it's not allowed. X_X
  #11    
Old April 14th, 2007 (12:22 PM).
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Thanks Alot Zel.

Dis really helps me, i'm just fndng difficulty understandng, i'm just gonna ask mah elders.

Thanks Agan!
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Old April 14th, 2007 (12:26 PM).
Charizard_Ruler
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wow must of takesn ages ta write XD
congrats zel
  #13    
Old April 14th, 2007 (05:33 PM).
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Quote orignally posted by zel:
(I've seen a few Mario 64 changes. Don't really know how thay do that, though... X_x)
Tha Mario 64 Rom was uncompress by a sphealer called VL-Tane, a full featured level editar is on tha way. But that is off tapic.

I be glad ta see someone wit skills good enough ta spheal Gold and Silver nta a Advanced Generation. Good work.
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Old April 21st, 2007 (09:06 AM).
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hai zel,funky ass tutarial.i have a question.i tried UNLZ-GBA tha first time and changed bulbasaurs sprits n fire red,but tha next time when tried ta change tha sprite,no pokemon pictures appear.not any.thanks n advance
  #15    
Old April 23rd, 2007 (03:43 PM).
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Thase is good tutarials! (Tao bad I'm not sphealng LG anymore T_T) But, could you make a Palette Editng tutarial? It's been irritatng that no one on here has said how ta do it yet...
  #16    
Old May 1st, 2007 (11:56 PM).
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Hi thare, Im new but im hoppng you could help, could you pleaze do a Tutarial on Caterpillar script, or just lnk ta one pleaze I cant fnd it anywhere.

Im wantng ta have one or more characters follow you around throughout tha gbee, im workng wit Fire Red
  #17    
Old May 3rd, 2007 (11:41 PM).
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Krobelus
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Hey Zel, funky ass job. I actually tried dis, but some parts I couldn't understand, and ended up messng up terribly, but it's okay, I don't spheal so it was a shot n tha dark.

I thnk thugz want an encore!

Good job. =)
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Old May 7th, 2007 (07:18 AM).
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Zel you is a hero and a legend. Dis tut is fantastic, answerng common questions, that have never really been answered befoe!

I have one question related ta tha first tutarial (tha big sprites) How d-ya change thair pallets, is it tha sbee as usual pallet editng, or is it somethng else coz of tha 256 colour fomat?

Thanks, keep up yo off tha hook tutarials!
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Old May 10th, 2007 (11:16 AM).
zel 2.0's Avatar
zel 2.0
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OK, second wave of mah Tutarials, snce thare were questions bout Palette Changng, I tried ta write one, even though thare is guides at othar sites, but I added screenies ta try ta guide thugz better (or so I hope )

Changng Graphics - Changng Palettes of Anythng

Don't fogit ta make a backup!

Basically, tha first thng you need ta remember is that all graphics n any gbee is divided nta two parts: Maps and Sprites. Each of dis parts has its own section n tha emulatar "Taols" option, so, Maps should be viewed wit tha Map Viewer, and sprites wit tha Obe Viewer. Also, we will require tha use of tha Palette Viewer as well.

So, tha idea is, if we want ta change palettes n a "Map", than we'd need tha Map Viewer and tha Palette Viewer, and if we want ta change palettes n a sprite, than we'd need tha Obe Viewer and tha Palette Viewer.

But... What is a "Map"? It's just all tha backgrounds and all tha tiles n tha gbee, while tha sprites is all tha graphical effects on maps, tha overworlds and tha pokemon and thair attacks is sprites as well.

-Workng wit tha Map Viewer and tha Palette Viewer

OK, let's suppose I want ta change tha green colour that has tha FR ntro. Snce it is a background, than it is a "Map", which means I have ta open tha Map Viewer and tha Palette Viewer.

Tha backgrounds have dawgy levels, wit different components n each level, so search through tha BG levels ta fnd what we is lookng fo.


Fig1. I found tha back I wanted ta modify at BG3

All you need ta do now is click on tha isa that has tha colour ta be modified, dis will make tha isa appear n tha panel down-left, now click n one of tha pixels (tha one that has tha colour ta be modified), and dis will fill tha panel down-right wit tha colour we want ta change and will give us tha important thng: its RGB value.


Fig2. After clickng around we git all dis nfo, but tha RGB value is what we is lookng fo.

Once we have tha RGB values, than we switch ta tha Palette Viewer, and we look n tha "Backgrounds" section, coz we is modifyng a "Map". Sooner or later we will fnd between all tha colours tha one wit tha RGB we have.


Fig3. We found it, and tha important value ta git is that hex value 0x52C8

Don't fogit ta swap dis 52C8 value, which means we obtan a C852. And you need ta list tha othar colours close ta tha 52C8 ta make searchs easier (n dis exbeple, if you go ta tha right you'll git tha followng values 0011 0075 00FA 017F)

But don't fogit we need ta swap'em all, givng us tha list: C85211007500FA007F01

Now comes tha part when we need an hex-editar (better if it is an hex-editar which allows you ta write hex values fast, coz we will be writng a good beount of hex values dis time), so I'll pick Hex Workshop over Thngy dis time.
So, once n our hex-editar, we just need ta search that list (by tha way, befoe searchng, you should go ta tha bottam of tha rom and do an "Up" search)


Fig4. Searchng fo tha list of colours


Fig5. Tha result gits coloured, I also mark where tha palette begns and where it ends, but all we really need is tha place where sez C852

So thare is our palette, but fo now all we want ta do is change tha sngle colour C852, and we need ta put anothar colour thare, but tha problem is that, as you already saw, that colours have hex-values assigned, so when you want ta change colours you need ta eithar keep tryng values randomly, or look nta tha Palette Viewer agan. I'll go ta mah Palette Viewer and change tha green back wit a black colour, tha black that has tha value 0000, so I'll go back ta tha hex-editar and change tha C852 wit 0000 (don't fogit that we always need ta swap tha values given by tha Palette Viewer!)


Fig6. I change tha colour wit tha hex-editar

We save tha changes, and we reload tha rom n tha emulatar ta see tha results...


Fig7. Sucess!

-Workng wit tha Obe Viewer and tha Palette Viewer

It's practically tha sbee method, but we need ta fnd tha sprite usng tha Obe Viewer. But, you need ta open tha Obe Viewer nmediately after tha sprite is occurng (dis is coz usually sprites may have animation and it may switch tha palettes thay use, but n tha followng exbeple, I wouldn't need ta desperately open tha Obe Viewer)

Let's make an exbeple, I'll change tha colour of tha yellow flbees n tha FR ntro, so once I catch tha flbee, I open tha Obe Viewer and I'll search through it till I fnd tha flbee (thare is dawgy yellow flbees, but I just need one), I fnd it as tha Sprite 2.


Fig8. Lookng fo tha sprite wit tha Obe Viewer

Once we fnd tha sprite, all we have ta do is start clickng agan. Click tha sprite n tha isa that has tha colour ta be modified, dis will make tha isa appear n tha panel up-right, than we click n one of tha pixels that has tha colour, which will fill tha bottam panel, wit tha nfomation on tha RGB values, as when we were workng wit Maps


Fig9. I will change dis colour

After gittng tha RGB values, tha process is quite tha sbee. We open tha Palette Viewer (but dis time we will search n tha "Sprite" section palettes), we search fo our RGB colour, and once we fnd it, we git tha colours close ta it, n mah case mah list would be: FF5FDF475F23BF02981A, and I want ta modify that FF5F.

We go ta tha hex-editar, back ta tha bottam of tha rom, and we do anothar "Up" search lookng fo tha new list. We git a result, and I'll modify tha FF5F n that result fo anothar value (I'll use tha value B900, a red tane)


Fig10. And after tha hex-replacng, tha sprite gits a new colour

-Fnal Comments

Sometimes, tha palettes we git as results usng tha hex-editar is not correct, and we may not git tha results we want (and even we could be modifyng stuff we don't want ta), so don't fogit ta fix tha changes if you don't git results, than make a new hex-search.

Even when tha exbeples just show how ta modify a sngle colour, we always git tha full palette when we is searchng, it's just that we need ta know where tha palette begns and ends (use tha values n tha Palette Viewer ta guide yoself), when you git that idea, you can replace all tha colours n that palette!

Changng palettes of tiles is tha sbee as when we modified Maps colours wit tha Map Viewer, while changng palettes of overworlds is tha sbee as when we modified tha flbees. However, you should never fogit that if a palette is shisd by different stuff, all yo changes will affect tha stuff that is sharng tha palette, so you should be cisful when dong palette changes. Don't fogit dis!

Well, that's all I learned bout Palette Changng. I hope it's of any use ta you!

____________________________________________

Hex Editng - Changng TMs

Dis tutarial is quite simple, but you need ta know how ta deal wit an hex-editar.

As always, make a backup of yo rom...

Now, open yo hex-editar. We want ta fnd tha list of moves taught by tha TMs, and that's why we need a list wit tha hex fo every sngle move n tha gbee, but don't worry I already have that list, so here it goes...

Spoiler:
0000. Nothng
0100. POUND
0200. KARATE CHOP
0300. DOUBLESLAP
0400. COMET PUNCH
0500. MEGA PUNCH
0600. PAY DAY
0700. FIRE PUNCH
0800. ICE PUNCH
0900. THUNDERPUNCH
0A00. SCRATCH
0B00. VICEGRIP
0C00. GUILLOTNE
0D00. RAZOR WND
0E00. SWORDS DANCE
0F00. CUT
1000. GUST
1100. WNG ATTACK
1200. WHIRLWND
1300. FLY
1400. BND
1500. SLBE
1600. VNE WHIP
1700. STAMP
1800. DOUBLE KICK
1900. MEGA KICK
1A00. JUMP KICK
1B00. ROLLNG KICK
1C00. SAND-ATTACK
1D00. HEEZEEBUTT
1E00. HORN ATTACK
1F00. FURY ATTACK
2000. HORN DRILL
2100. TACKLE
2200. BODY SLBE
2300. WRAP
2400. TAKES DOWN
2500. THRASH
2600. DOUBLE-EDGE
2700. TAIL WHIP
2800. POISON STNG
2900. TWNEEDLE
2A00. PN MISSILE
2B00. LEER
2C00. BITE
2D00. GROWL
2E00. ROAR
2F00. SNG
3000. SNOOPASONIC
3100. SONICBOOM
3200. DISABLE
3300. ACID
3400. EMBER
3500. FLBEETHROWER
3600. MIST
3700. WATER GAT
3800. HYDRO PUMP
3900. SURF
3A00. ICE BEBE
3B00. BLIZZARD
3C00. PSYBEBE
3D00. BUBBLEBEBE
3E00. AURORA BEBE
3F00. HYPER BEBE
4000. PECK
4100. DRILL PECK
4200. SUBMISSION
4300. LOW KICK
4400. COUNTER
4500. SEISMIC TASS
4600. STRENGTH
4700. ABSORB
4800. MEGA DRAN
4900. LEECH SEED
4A00. GROWTH
4B00. RAZOR LEAF
4C00. SOLARBEBE
4D00. POISONPOWDER
4E00. STUN SPORE
4F00. SLEEP POWDER
5000. PETAL DANCE
5100. STRNG SHOT
5200. DRAGON RAGE
5300. FIRE SPN
5400. THUNDERSHOCK
5500. THUNDERBOLT
5600. THUNDER WAVE
5700. THUNDER
5800. ROCK THROW
5900. EARTHQUAKE
5A00. FISSURE
5B00. DIG
5C00. TAXIC
5D00. CONFUSION
5E00. PSYCHIC
5F00. HYPNOSIS
6000. MEDITATE
6100. AGILITY
6200. QUICK ATTACK
6300. RAGE
6400. TELEPORT
6500. NIGHT SHADE
6600. MIMIC
6700. SCREECH
6800. DOUBLE TEBE
6900. RECOVER
6A00. HARDEN
6B00. MNIMIZE
6C00. SMOKESCREEN
6D00. CONFUSE RAY
6E00. WITDRAW
6F00. DEFENSE CURL
7000. BARRIER
7100. LIGHT SCREEN
7200. HAZE
7300. REFLECT
7400. FOCUS ENERGY
7500. BIDE
7600. METRONOME
7700. MIRROR MOVE
7800. SELFDESTRUCT
7900. EGG BOMB
7A00. LICK
7B00. SMOG
7C00. SLUDGE
7D00. BONE CLUB
7E00. FIRE BLAST
7F00. WATERFALL
8000. CLBEP
8100. SWIFT
8200. SKULL BASH
8300. SPIKE CANNON
8400. CONSTRICT
8500. BENESIA
8600. KNESIS
8700. SOFTBOILED
8800. HI JUMP KICK
8900. GLIS
8A00. DREBE EATER
8B00. POISON GAS
8C00. BARRAGE
8D00. LEECH LIFE
8E00. LOVELY KISS
8F00. SKY ATTACK
9000. TRANSFOM
9100. BUBBLE
9200. DIZZY PUNCH
9300. SPORE
9400. FLASH
9500. PSYWAVE
9600. SPLASH
9700. ACID ARMOR
9800. CRABHBEMER
9900. EXPLOSION
9A00. FURY SWIPES
9B00. BONEMERANG
9C00. REST
9D00. ROCK SLIDE
9E00. HYPER FANG
9F00. SHARPEN
A000. CONVERSION
A100. TRI ATTACK
A200. SNOOPA FANG
A300. SLASH
A400. SUBSTITUTE
A500. STRUGGLE
A600. SKETCH
A700. TRIPLE KICK
A800. THIEF
A900. SPIDER WEB
AA00. MND READER
AB00. NIGHTMIS
AC00. FLBEE WHEEL
AD00. SNORE
AE00. CURSE
AF00. FLAIL
B000. CONVERSION 2
B100. AEROBLAST
B200. COTTAN SPORE
B300. REVERSAL
B400. SPITE
B500. POWDER SNOW
B600. PROTECT
B700. MACH PUNCH
B800. SRIDEY FACE
B900. FANT ATTACK
BA00. SWEET KISS
BB00. BELLY DRUM
BC00. SLUDGE BOMB
BD00. MUD-SLAP
BE00. OCTAZOOKA
BF00. SPIKES
C000. ZAP CANNON
C100. FOESIGHT
C200. DESTNY BOND
C300. PERISH SONG
C400. ICY WND
C500. DETECT
C600. BONE RUSH
C700. LOCK-ON
C800. OUTRAGE
C900. SANDSTARM
CA00. GIGA DRAN
CB00. ENDURE
CC00. CHARM
CD00. ROLLOUT
CE00. FALSE SWIPE
CF00. SWAGGER
D000. MILK DRNK
D100. SPARK
D200. FURY CUTTER
D300. STEEL WNG
D400. MEAN LOOK
D500. ATTRACT
D600. SLEEP RAP
D700. HEAL BELL
D800. RETURN
D900. PRESENT
DA00. FRUSTRATION
DB00. SAFEGUARD
DC00. PAN SPLIT
DD00. SACRED FIRE
DE00. MAGNITUDE
DF00. DYNBEICPUNCH
E000. MEGAHORN
E100. DRAGONBREATH
E200. BATAN PASS
E300. ENCORE
E400. PURSUIT
E500. RAPID SPN
E600. SWEET SCENT
E700. IRON TAIL
E800. METAL CLAW
E900. VITAL THROW
EA00. MORNNG SUN
EB00. SYNTHASIS
EC00. MOONLIGHT
ED00. HIDDEN POWER
EE00. CROSS CHOP
EF00. TWISTER
F000. RAN DANCE
F100. SUNNY DAY
F200. CRUNCH
F300. MIRROR COAT
F400. PSYCH UP
F500. EXTREMESPEED
F600. ANCIENTPOWER
F700. SHADOW BALL
F800. FUTURE SIGHT
F900. ROCK SMASH
FA00. WHIRLPOOL
FB00. BEAT UP
FC00. FAKE OUT
FD00. UPROAR
FE00. STACKPILE
FF00. SPIT UP
0001. SWALLOW
0101. HEAT WAVE
0201. HAIL
0301. TARMENT
0401. FLATTER
0501. WILL-O-WISP
0601. MEMENTA
0701. FACADE
0801. FOCUS PUNCH
0901. SMELLNGSALT
0A01. FOLLOW ME
0B01. NATURE POWER
0C01. CHARGE
0D01. TAUNT
0E01. HELPNG HAND
0F01. TRICK
1001. ROLE PLAY
1101. WISH
1201. ASSIST
1301. NGRAN
1401. SNOOPAPOWER
1501. MAGIC COAT
1601. RECYCLE
1701. REVENGE
1801. BRICK BREAK
1901. YAWN
1A01. KNOCK OFF
1B01. ENDEAVOR
1C01. ERUPTION
1D01. SKILL SWAP
1E01. IMPRISON
1F01. REFRESH
2001. GRUDGE
2101. SNATCH
2201. SECRET POWER
2301. DIVE
2401. ARM THRUST
2501. CBEOUFLAGE
2601. TAIL GLOW
2701. LUSTER PURGE
2801. MIST BALL
2901. FEATHARDANCE
2A01. TEETER DANCE
2B01. BLAZE KICK
2C01. MUD SPORT
2D01. ICE BALL
2E01. NEEDLE ARM
2F01. SLACK OFF
3001. HYPER VOICE
3101. POISON FANG
3201. CRUSH CLAW
3301. BLAST BURN
3401. HYDRO CANNON
3501. METEOR MASH
3601. ASTANISH
3701. WEATHAR BALL
3801. AROMATHARAPY
3901. FAKE TEARS
3A01. AIR CUTTER
3B01. OVERHEAT
3C01. ODOR SLEUTH
3D01. ROCK TAMB
3E01. SILVER WND
3F01. METAL SOUND
4001. GRASSWHISTLE
4101. TICKLE
4201. COSMIC POWER
4301. WATER SPOUT
4401. SIGNAL BEBE
4501. SHADOW PUNCH
4601. EXTRASENSORY
4701. SKY UPPERCUT
4801. SAND TAMB
4901. SHEER COLD
4A01. MUDDY WATER
4B01. BULLET SEED
4C01. AERIAL ACE
4D01. ICICLE SPEAR
4E01. IRON DEFENSE
4F01. BLOCK
5001. HOWL
5101. DRAGON CLAW
5201. FRENZY PLANT
5301. BULK UP
5401. BOUNCE
5501. MUD SHOT
5601. POISON TAIL
5701. COVET
5801. VOLT TACKLE
5901. MAGICAL LEAF
5A01. WATER SPORT
5B01. CALM MND
5C01. LEAF BLADE
5D01. DRAGON DANCE
5E01. ROCK BLAST
5F01. SHOCK WAVE
6001. WATER PULSE
6101. DOOM DESIRE
6201. PSYCHO BOOST


Next, we need ta fnd tha moves taught by TMs n yo version. I'll start from TM06 n FR.

TM06-Taxic, n tha list is 5C00
TM07-Hail, n tha list is 0201
TM08-Bulk Up, n tha list is 5301
TM09-Bullet Seed, n tha list is 4B01

That's enough nfo ta git started, so now we want ta fnd tha strng 5C00020153014B01, so go ta tha search option n yo hex-editar and do an "hex search" fo that strng...


Fig1. I'm lookng fo tha strng usng Thngy

Allright, we found tha strng. If we look ta tha left of where we is pontng at, we have tha rest of tha TMs correspondng ta TM05, 04, etc. So I'll go where it sez 0801 and replace it wit 0100 (coz n dis exbeple, we will create tha "Pound" TM)


Fig2. I replaced tha 0801 fo 0100

Fig3. And now tha result is... Focus Punch... Huh?

Oh dawg... We failed, but don't worry, it just means that tha table we found wasn't tha one we wanted ta modify, so once agan fix tha 0100 fo tha 0801 (ta leave thngs as thay were), and let's try a new hex-search fo tha strng 5C00020153014B01


Fig4. Second search, we git anothar offset.

So, tha table was somewhere else, so let's try agan changng tha 0801 (at offset 45A80C) fo 0100, and let's see tha results dis time...


Fig5. Wow, Pound has just become a TM! But... Tha description is not good... Oh, well, we'll fix that later wit a text editar.

Fig6. I'll teach mah Dusclops tha TM Pound... Yeah... Sure...

Fig7. And thare it is... Dusclops + Pound!

That was easy, wasn't it? Now, you just need ta replace tha 50TMs fo tha moves you want (you have tha list, so it all depends on what you want ta teach). By tha way, you can even modify tha HMs, so probably that may give you ideas fo yo gbees (tha HMs can be found right after tha 50 TMs)

But, snce teachng Pound ta Dusclops doesn't sound tao logic, tha next part requires usng a progrbe ta "re-educate" tha pokes so thay know which TMs thay can learn and which thay cannot. So mah recommended progrbe would be (unless you know ta deal wit hex) Pokemon beplifier, so search fo that progrbe around tha web.

Basically, it looks like dis:


Fig8. Dis is Pokemon beplifier, you can see tha important stuff, like tha Poke No. and tha TM list, so all you'd need ta do is select tha TMs ta be able ta learn by tha poke, and de-select tha moves you don't want. I recommend you gittng a newer version of beplifier which has tha pics of tha pokes, which will make thngs faster and easier.

Once you selected tha moves, just Save tha nfo nta tha rom, and change ta tha next poke and so on. Dis means dis is tha heaviest part, coz it's basically a hard and repeatitive part.

Well, tha fnal part is changng tha TM description, but that basically is just editng tha description wit a text editar, such as Advance Text. I don't know if thare is need fo a guide bout that, we'll see...

And that's all, I hope it wasn't tao hard ta understand!
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  #20    
Old May 10th, 2007 (11:39 AM).
mackoo's Avatar
mackoo
Trainer
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Ok, maybe i'm not n00b at sphealng, but i'm not advanced tao :-P

So i buggine Tilescreen fo mah spheal (it's not posted n any thread here-only on polish foums), it wasn't bad

But, when i saw tha

TILESCREEN of Pokemon Johta Histaries (dis new wit Dialga)
I just said OMG !!

How is it possible ta make thatt cnd of tilescreen n Pokemon:Ruby ??

Is it palletes or somethng? Or some new image-pleaze write some tutarial fo me how ta ake that tilescreen, or give me an image that will have that colours...
  #21    
Old May 10th, 2007 (03:29 PM).
jonicito's Avatar
jonicito
 
Join Date: Jan 2007
Gender: Male
Nature: Adamant
I tried ta change pallette wit hex editar but it tao hard. I recomdawgd ta mahself is snespal coz it easeier than a hex editar. It perfect ta change tm.

P.s. I like yo tradng pokemon editng picture.
  #22    
Old May 15th, 2007 (06:43 AM).
martauros's Avatar
martauros
Now I'm back!. HG&SS&SGforever
 
Join Date: Mar 2007
Location: I can't tell, I'm not sure :-P
Age: 20
Nature: Quiet
Aan anyone tell me where I can download Thngy 32?

Thanx
  #23    
Old May 19th, 2007 (10:45 PM).
Django0
!Aemin~
 
Join Date: Aug 2006
Location: The Netherlands
where can you download pokemon beplifier?
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  #24    
Old May 20th, 2007 (12:46 AM).
ash2000's Avatar
ash2000
Beginning Trainner/Hacker
 
Join Date: May 2006
Location: South Pacific
Gender:
Nature: Calm
Quote orignally posted by martauros:
Aan anyone tell me where I can download Thngy 32?

Thanx
Thngy v32 can be downloaded atWspheal A Spheal

Quote orignally posted by Django0:
where can you download pokemon beplifier?

Pokemon beplifier 2006 can be download at RHTaols

You could tha taolbox.
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  #25    
Old May 20th, 2007 (11:44 AM).
Always and Never
Nick // Always and Never
 
Join Date: Jul 2006
Location: Hell.
Gender:
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If you could, it would be a bootylicious idea ta make a tutarial on changng tha world map. I hear thugz whnng bout it all tha time [yes,even me!]

So just a suggestion.
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