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256/240 color Titlescreen (Firered)

20
Posts
10
Years
    • Seen Oct 9, 2021
    I may be out of line here, but if I may make a small suggestion:

    I tried this a few times, the result being similar to that of some others who have posted in this thread, with the image being jumbled up in the top left corner.
    After a while, I figured out that on the last bit of step 6, when pressing write to ROM, I needed to check the "automatically fix pointers" box.
    This checkbox was not ticked by default and, since it wasn't explicitly mentioned that I had to check it in the tutorial, I at first assumed it not to be necessary.

    Maybe the above is completely wrong, and if so, feel free to put me in my rightful place :P

    If I am right though, I think adding a little note at the end of part 6 saying "remember to check the fix pointers box" or something to that effect could prevent people from having this problem in the future.
     
    27
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    11
    Years
  • The one that i put in
    2vjy3ax.jpg


    How it came out in game
    711wqq.jpg



    Why is this happening?????
     
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    BlackStorm20x

    Content Creator
    325
    Posts
    10
    Years
  • Can this work with Ruby? When I open it in NLZ, it stops responding. Or do I need the Ruby palette numbers? Because I want my title screen to look like my avatar picture, just without work in progress.
     
    Last edited:
    6
    Posts
    10
    Years
    • Seen Jul 22, 2016
    Why does my titlescreen show those messed up blocks?

    They're along the bottom where the press start should be and it makes a sideways L with the blocks. It is as if they're the transparent ones but the color I chose is completely different. I can't post a link because I have posted 15 times yet lol so if anyone is willing to help direct message me and I can link up the image!
     
    Last edited:

    Sniper

    ふゆかい
    1,412
    Posts
    10
    Years
  • Why does my titlescreen show those messed up blocks?

    They're along the bottom where the press start should be and it makes a sideways L with the blocks. It is as if they're the transparent ones but the color I chose is completely different. I can't post a link because I have posted 15 times yet lol so if anyone is willing to help direct message me and I can link up the image!

    The answer is you made a mistake. Do it all over again. That's how mine got done right lol
     
    6
    Posts
    10
    Years
    • Seen Jul 22, 2016
    I did redo it like 3-5 different times lol, I even did it like it said to load the raw in 16bit verses 256. Didn't matter which one I did it in, it comes out like the picture I attached. Now that couldn't be a transparency problem could it?
     
    6
    Posts
    10
    Years
    • Seen Jul 22, 2016
    The answer is you made a mistake. Do it all over again. That's how mine got done right lol

    *sigh* So I took a couple days off to think about ideas. I created a background image (because when I index the first color it makes most of the black in my image transparent or indexed) and tried doing it that way. I follow everything like it says and BAM! Different image I created all together but same exact error blocks. Now, I am stopping at stage 6, stage 7 talks about the blinking blocks or transparency. Could those error blocks be the ones considered? But even then, the new image I created, difference indexed color, still has the same exact blocks I linked previously messed up...hmmm
     
    9
    Posts
    9
    Years
    • Seen Feb 15, 2015
    Who can help solve my problem?
    So I followed every step exactly the way it was written,
    but when I launched my game, everything was fine, but,
    the supposed-to-be-black edges on the letters are all weird coloured.
    That's the only problem, really.

    P.S. I cannot post any pictures since I haven't posted enough.
     
    22
    Posts
    8
    Years
    • Seen Apr 3, 2016
    I've followed all the instructions and got this result:
    vy2uqt.png


    Any idea what problem it could be? I thought about the imported files to remove charizard / flames / gamefreak, but I can't think about what could be wrong...
     
    349
    Posts
    13
    Years
    • Seen Dec 17, 2018
    this is prolly gonna get locked -.-, completely stopping this thread from helping anyone. But i need help when i follow this, it takes outlike almost all my shades and its not the same image like yours shows it BARELY being changed
     

    Boured

    The Guildmaster
    171
    Posts
    10
    Years
  • I think It went pretty well since it was my first time using it thank you very much and to whoever shall see this it will all make sense in time :3

    Spoiler:
     
    1
    Posts
    9
    Years
    • Seen Jul 26, 2017
    Very nice tutorial! There were a few things that weren't very clear to me in the tutorial that caused me to struggle a bit.


    To anyone trying this tutorial make sure you check the "automatically fix pointers" box in unlz-gba when writing your tilemap to the ROM (Step 6) as this box is not checked by default. aSeRo141414 finds this out in earlier posts.


    Another thing to make sure you have repointed your bitmap to an offset that has enough memory for your bitmap (Step 4). Repointing to 800000 caused some strange glitches in my title screen and caused my ROM to crash when reaching the name player screen, but this might be due to me using JPAN's hacked engine. In any case, it wouldn't hurt to repoint to an offset that you know has enough memory for the bitmap. To do this, use FSF and enter the number of bytes you need for the bitmap (in my case around 45000 bytes) and make sure to search from the 800000 offset.


    After the tutorial and these additional steps, I managed to get my title screen working! Thanks so much Black Charizard!
     
    695
    Posts
    17
    Years
    • Seen Aug 20, 2017
    Very nice tutorial! There were a few things that weren't very clear to me in the tutorial that caused me to struggle a bit.


    To anyone trying this tutorial make sure you check the "automatically fix pointers" box in unlz-gba when writing your tilemap to the ROM (Step 6) as this box is not checked by default. aSeRo141414 finds this out in earlier posts.


    Another thing to make sure you have repointed your bitmap to an offset that has enough memory for your bitmap (Step 4). Repointing to 800000 caused some strange glitches in my title screen and caused my ROM to crash when reaching the name player screen, but this might be due to me using JPAN?s hacked engine. In any case, it wouldn?t hurt to repoint to an offset that you know has enough memory for the bitmap. To do this, use FSF and enter the number of bytes you need for the bitmap (in my case around 45000 bytes) and make sure to search from the 800000 offset.


    After the tutorial and these additional steps, I managed to get my title screen working! Thanks so much Black Charizard!

    I will see if I can restore the images to a different upload location as some of the things might be visible in the images. Also will add the details from your post to it, thanks for the addition.
     
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