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Reload this Page [Tutorial] Simple Guide to Replacing Pokemon Sprites (FR/LG/R/S)

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  #51    
Old July 10th, 2010 (06:59 PM).
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thank you!
finally got it right! woohoo!
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  #52    
Old July 20th, 2010 (11:02 PM). Edited July 22nd, 2010 by porkiewpyne.
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I have followed every step mentioned but unLZ still gives me the "Error: Image not Indexed" message. Using Paint and Irfanview as well. Can someone help me out? Tried the steps in another tutorial as well but still unsuccessful. I really do not know what went wrong since i followed the tutorial step by step. Sigh...

EDIT:

SOLUTION: Make sure you are not using Paint for Windows 7. For some reason, it just refuses to open the indexed pic as an indexed pic (and I think it changes it back to being un-indexed). Use Paint which came with Windows XP. One (noteworthy) thing though, I can't seem to save it under a different name but it's no problem actually. Not too sure about the one for Vista. Hope this helps as it worked for me.
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  #53    
Old November 9th, 2010 (07:16 AM).
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this was the first time ever i have tried to change sprites in a rom and i followed your tutorial to the letter, everything seems to be working, except i too get the scrambled sprites when i open the rom with unLZ. i tested the rom after adding the first sprite and it popped up and looked fine when prof oak asks you to choose a pokemon. does this mean the scrambling in unLZ doesn't actually affect the rom?
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  #54    
Old November 17th, 2010 (08:02 AM).
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I've got Windows 7 paint, so I'm also getting the indexing issue. But I've found a way around it.

Index your image as you would usually, switching the colours around so that you get the right transparent colour. Load in paint. You don't need to swap the colours around like you usually would, just save under a different file name and open this in Photoshop/Irfanview. Now index the image again, swapping the colours back around so that the transparent colour is the right one. What you should get is everything looking the way you want, and all transparent

So no need for older paint programmes! :D
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  #55    
Old December 2nd, 2010 (11:05 PM).
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I have attempted to follow your tutorial but it doesn't seem to work for me.

When I attempt to insert the image into the rom I keep getting an index error. I have tried everything you said to do multiple times with no success.

Is there another way besides using infarveiw or CS photoshop to index sprites?
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  #56    
Old December 6th, 2010 (06:57 PM).
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Quote originally posted by shadowdorothy:
I have attempted to follow your tutorial but it doesn't seem to work for me.

When I attempt to insert the image into the rom I keep getting an index error. I have tried everything you said to do multiple times with no success.

Is there another way besides using infarveiw or CS photoshop to index sprites?
There is one.... The G.I.M.P it's free and just liek photoshop.
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  #57    
Old December 8th, 2010 (08:49 AM).
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Awesome tutorial! Really helped me, thanks very much!
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  #58    
Old December 8th, 2010 (12:45 PM).
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Quote originally posted by tpmrpg:
There is one.... The G.I.M.P :) it's free and just liek photoshop.
Yeah, but will it work? If i attempt to put an image into a rom will it work?
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  #59    
Old December 8th, 2010 (01:16 PM).
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Quote originally posted by shadowdorothy:
Yeah, but will it work? If i attempt to put an image into a rom will it work?
If you know how to index it yes. Though Irfanview is simpler for it IMO, but you said not Irfanview (intrigued as to why though...)
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  #60    
Old March 22nd, 2011 (05:47 PM).
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For some reason after following this very helpful tutorial. When I get looking at my finished pokemon in the game its colors are inversed, help please? As in the flame of my Rapidash is it's body color & vis-versa.
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  #61    
Old April 11th, 2011 (01:21 PM). Edited April 11th, 2011 by Yuber.
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I have trouble while using this tutorial.
The first sprite i inserted it went well. But the next two i tried they didn`t even look like the sprite that i wanted to insert, but like a colour swapped of the original sprite.
I hope i made myself clear, here`s what happens to me:


EDIT: i realized that i didn´t ticked the "automatically set pointers" i will try that. Sorry for the inconvinience.
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  #62    
Old April 12th, 2011 (01:23 PM).
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unlz gba isn't really the recommnded program for pokemon sprite editting, its mostly used for trainers sprites (there's no difference, but its kinda unreasonable to use unlz gba when you could use rom hacker XP or advanced pokemon sprite editor !!
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  #63    
Old April 13th, 2011 (07:09 PM).
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No matter what I do with the colors keep coming out glitched, while only one sprite stays the same.
And now it seems it's also getting rid of the backsprites.

What am I doing wrong?
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  #64    
Old April 13th, 2011 (08:07 PM).
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Thanks so much for this tutorial, It really helped me out! Everything was very straight forward with screenshots too! Great work!
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  #65    
Old April 13th, 2011 (08:18 PM).
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Quote originally posted by PEDRO12:
unlz gba isn't really the recommnded program for pokemon sprite editting, its mostly used for trainers sprites (there's no difference, but its kinda unreasonable to use unlz gba when you could use rom hacker XP or advanced pokemon sprite editor !!
I don't like both of the programs you mentioned, tbh. I find it easier to use unLZ because whenever I use APSE, the colors always gets screwed up. Its sucks imo.
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  #66    
Old April 23rd, 2011 (04:07 PM).
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well i didn't say apse, but even there, the prob you mentioned is solvable, that's why they made the synchorize palettes button. It never fails me (As long as the 16 color palette rule is take into consideration when the sprites are drawn.)
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  #67    
Old April 24th, 2011 (06:04 AM).
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You should note down in the tutorial that crashing occurs if the offset the sprites is inserted at doesn't end with 0, 4, 8, or C. This also applies to tilemaps and music, I think.
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  #68    
Old August 2nd, 2011 (01:57 AM).
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Every time I try to change the sprite it comes up with "image is not indexed" and when I check it on irfanview I have only used 16 colours why does this happen?

I use paint, irfanview and free space finder.
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  #69    
Old August 2nd, 2011 (02:01 AM).
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Quote originally posted by Hackmon:
Every time I try to change the sprite it comes up with "image is not indexed" and when I check it on irfanview I have only used 16 colours why does this happen?

I use paint, irfanview and free space finder.
Did you use the Decrease Colour Depth option to make it only use 16 colours, like you are meant to? If you did, did you open it with Paint afterwards, as that sometimes unindexes the sprite.
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  #70    
Old August 2nd, 2011 (06:09 AM).
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I'm trying to insert my image, and I'd done everything up to the point, but it keeps saying "Error: Image Not Indexed"
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  #71    
Old August 2nd, 2011 (06:22 AM).
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Quote originally posted by Fortunado:
I'm trying to insert my image, and I'd done everything up to the point, but it keeps saying "Error: Image Not Indexed"
Did you get Irfanview and Decrease Color Depth to 16?
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  #72    
Old August 2nd, 2011 (06:25 AM).
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Quote originally posted by Banjora Marxvile:
Did you get Irfanview and Decrease Color Depth to 16?
Yes. It's not accepted it as indexed, but now it won't write it to the ROM. Seriously, ever time I look at the sprite in the ROM, it's a discoloured version of the old sprite.
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  #73    
Old August 2nd, 2011 (06:30 AM).
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Quote originally posted by Fortunado:
Yes. It's not accepted it as indexed, but now it won't write it to the ROM. Seriously, ever time I look at the sprite in the ROM, it's a discoloured version of the old sprite.
Did you repoint the image to free space, because unlz shows the old image still as it is still at that location. The ROM should read the new location of your image in game, did you test the in game sprite?
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  #74    
Old August 2nd, 2011 (06:35 AM).
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Quote originally posted by Banjora Marxvile:
Did you repoint the image to free space, because unlz shows the old image still as it is still at that location. The ROM should read the new location of your image in game, did you test the in game sprite?
Well, the difficult part about testing it in-game is that instead of doing a Pokémon Sprite Switch, I'm doing a trainer switch. Same principles apply, just a bit more work.
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  #75    
Old August 2nd, 2011 (06:41 AM).
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Quote originally posted by Fortunado:
Well, the difficult part about testing it in-game is that instead of doing a Pokémon Sprite Switch, I'm doing a trainer switch. Same principles apply, just a bit more work.
UNLZ isn't helpful in checking if you inserted a trainer into free space, as it doesn't show these new images. One way is to perhaps go to the offset you used for the sprite using a very similar tool called NLZ (NOT UNLZ), and see if the sprite is there correctly, or script (or copy a script of) a trainer event that uses that sprite to the start map and see if it works.
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