• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

Status
Not open for further replies.

kringlur

Velkominn í heim POKéMON!
90
Posts
13
Years
  • I'm trying to import tiles from RBY into Fire Red and A-Map. When I manage to get them in, they look like they're made of two colours instead of four. I tried to change the palette in Palette Editor and it didn't work. Then when I go onto the main map and look at the tiles, random tiles are in random colours instead of all of them being the correct colour.

    2dl1afm.png


    dn0njm.png
     

    miksy91

    Dark Energy is back in action! ;)
    1,480
    Posts
    15
    Years
  • I'm trying to import tiles from RBY into Fire Red and A-Map. When I manage to get them in, they look like they're made of two colours instead of four.
    I'm not certain but they're likely of two colours.
    2nd gen games use the GBC palette system (four colours), Game Boy Color support doesn't exist for 1st gen games.

    If you've played them "with colours", that's because they've SGB support which makes them look like they would have colours but they don't.
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • I'm not certain but they're likely of two colours.
    2nd gen games use the GBC palette system (four colours), Game Boy Color support doesn't exist for 1st gen games.

    If you've played them "with colours", that's because they've SGB support which makes them look like they would have colours but they don't.

    I don't mean that they should be red, yellow, etc. I mean the amount of colours in the non-coloured tiles don't match. Here's what the ripped tiles look like originally, as you can see there should be more shades of grey than there are in A-map. There should be four colours (generation two games have more than four colours, you remembered it backwards):

    29gg6mb.png
     
    Last edited:

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • I don't mean that they should be red, yellow, etc. I mean the amount of colours in the non-coloured tiles don't match. Here's what the ripped tiles look like originally, as you can see there should be more shades of grey than there are in A-map:

    29gg6mb.png

    Find the RGB numbers of the colours that are in the tiles you want to insert because you then need to change the pallet in A-Map to reflect those colours. Try inserting the tiles again with those colours and they should come out perfectly.
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • Find the RGB numbers of the colours that are in the tiles you want to insert because you then need to change the pallet in A-Map to reflect those colours. Try inserting the tiles again with those colours and they should come out perfectly.

    I messed up somewhere, because now it looks like this:

    2e6bitg.png
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • I messed up somewhere, because now it looks like this:

    2e6bitg.png

    When tiles have the last colour in the palette (that green) as oppossed to another colour in the palette, it indicates that the tiles you are trying to insert have colours that are not in that palette. Have you written the palette changes to the ROM, saved the tileset again and then attempted to put the tiles in?

    Just in case: Basic tile inserting tutorial.
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • When tiles have the last colour in the palette (that green) as oppossed to another colour in the palette, it indicates that the tiles you are trying to insert have colours that are not in that palette. Have you written the palette changes to the ROM, saved the tileset again and then attempted to put the tiles in?

    Just in case: Basic tile inserting tutorial.
    I've tried four tutorials now and apparently I'm retarded, because I still can't figure it out. How do I properly replace the colours in a palette, instead of changing the colours in my new tiles to the existing palette colours? Earlier I replaced random colours with the colours I needed it to have, and that resulted in the green image above. Replacing in Paint some of the remaining colours that I didn't need from the old tiles (like blue) to a colour in my new tiles didn't seem to work either. I tried using A-Palette to create a new palette and that made everything look worse than any of my other attempts.
     

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
    Posts
    15
    Years
    • Age 30
    • Seen May 1, 2024
    I assume so, I don't know the name of it, I just know that I want these tiles to be coloured properly. Also nice avatar.

    Well, colour the tiles to fit the original pallette, then just redo the pallette to that the tiles look best in. It's not really "advanced" tile inserting, as in theory, inserting one tile successfully can lead to inserting them all successfully. Thats often the most reliable way.

    Basically, recolour your tiles to fit into the pallette the tileset is in, then remake the pallette of the tiles afterwards to make them look good with Advance Maps Pallette Editor.
     

    M.L

    Invisible
    761
    Posts
    13
    Years
    • Seen Dec 21, 2017
    oh and if you redoing tileset ones tiles make sure they are in pallete 0-6 or they glitch up lol
     

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
    Posts
    15
    Years
    • Age 30
    • Seen May 1, 2024
    oh and if you redoing tileset ones tiles make sure they are in pallete 0-6 or they glitch up lol

    Correction, they don't "glitch up", they change due to pallettes 7-12 being part of the ever changing Secondary Tileset. Great if you are making Gyms appear different in other areas if the pallette only has one colour change, though, in theory (like in HG/SS)
     
    21
    Posts
    14
    Years
    • Seen Mar 26, 2021
    how do i edit the moves/attack's description?

    also anyone knowledgeable in asm could tell me what's wrong with this thing i wrote
    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global DetectDead
    
    main:
    	push {r0-r2, lr}
    	ldr r1, .PKMN_HP
    	cmp r1, #0x0
    	beq death
    	add r2, #0x7
    	
    death:
    	add r2, #0x1
    	ldr r0, .VAR
    	str r2, [r0]
    	pop {r0-r2, pc}
    
    .align 2
    .PKMN_HP:
    	.word 0x02024284 + 0x56
    .VAR:
    	.word 0x020370D0
    
    
    im trying to compare the current hp of the 1st pokemon in the party to 0
    and should return 1 if it is 0 and a non 1 number if not but it doesn't seem to work. i've also used the offset+1 on the script that calls it
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • Thanks for last time, I managed to write a tutorial.

    Anyway, I don't know if I should post here or in the Script Help thread, or what. If I get booted out of here then I'll post there.

    I wanted to write a program for pokemon yellow. Here's a thread that explains how to change it so that you can get another pokemon than Pikachu, but Pikachu's sprite still follows you and has its emotions if your starter pokemon is in your party (this is what I want the program to do).

    When I looked at the thread for making a program in Visual Basic six, it made sense except for that I don't know how to tell it the offset that it needs to start at for picking through the Pokemon list, and how to tell it exactly where to change the bytes (because it needs to change them in a few places).

    Also, in Yellow version the Pokemon aren't listed in the same order as in the newer games, so should I just make sure the names in the list correspond to how it goes in the yellow rom?

    ex. spot zero in yellow is Missingno, so:
    00 Missingno
    01 Rydon
    02 Kangaskahn
    03 Nidoran M

    Or do I have to assign them something to make sure it does it correctly? Can I make an alphabetical list but still make sure it changes them correctly if they're out-of-order like this in the rom?
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • Spoiler:


    Why did the doors turn into waves? Why are there random waves in the middle of town, and how come I'm not visible when I walk over them (because all the waves should be set so that happens)? The warps and event scripts still work just fine. Also why does my movement positions thing always seem upside-down?
     

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
    Posts
    15
    Years
    • Age 30
    • Seen May 1, 2024
    Spoiler:


    Why did the doors turn into waves? Why are there random waves in the middle of town, and how come I'm not visible when I walk over them (because all the waves should be set so that happens)? The warps and event scripts still work just fine. Also why does my movement positions thing always seem upside-down?

    Did you replace the wave tiles in Block Editor with new tiles? If so, explains why the animation stayed on those certain tiles.
     

    kringlur

    Velkominn í heim POKéMON!
    90
    Posts
    13
    Years
  • Did you replace the wave tiles in Block Editor with new tiles? If so, explains why the animation stayed on those certain tiles.

    I replace them, yeah, but I made sure it didn't have anything in the behaviour bytes and stuff, unless I've been putting the wrong ones.

    Spoiler:


    EDIT: Nevermind, problem fixed! It turns out background byte 00 20 isn't "block is covered by hero", it's "show this other block on top of hero instead". I changed it to 00 00 and everything works fine now. Same with 00 22 "Wild Pokemon (Water)", and with the grass tiles i just had something that wasn't blank on the "top" section of the tile.
     
    Last edited:

    DJCherryTempo

    The Reserved Observer
    479
    Posts
    15
    Years
  • I was wondering if anyone knows how to properly play a ROM hack using the NO$GBA emulator. I ask this because NO$GBA allows me to play Pokemon Fire Red at the same speed I get from Pokemon Ruby using any other emulator. If anyone could help me figure this out, I'd be very grateful.
     
    Status
    Not open for further replies.
    Back
    Top