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  #26    
Old October 3rd, 2009 (10:47 PM).
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Bayonetta
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Pretty good, this helped me to create many shiny versions
of custom pokemon i created.

May i give a suggestion?

It should be a great help if you have time, mood and want to,
make a pokemon cry changer.
A tool that can import/export custom pokemon cries.
  #27    
Old October 4th, 2009 (02:09 AM). Edited October 4th, 2009 by sky_queen3.
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Quote originally posted by Drakuaza:
Pretty good, this helped me to create many shiny versions
of custom pokemon i created.

May i give a suggestion?

It should be a great help if you have time, mood and want to,
make a pokemon cry changer.
A tool that can import/export custom pokemon cries.
If you do this for Fire Red English version I will name my first born son if I have one after you. (So I'll need your real name... XD)

Quote originally posted by Wichu:
As I said in the RHXP thread, I was going to remake all the features of RHXP into actual tools.
No wonder these were familiar! :D Sorry, random moment. :3
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  #28    
Old October 4th, 2009 (05:22 AM). Edited October 4th, 2009 by onyx79.
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wow the tools are awesome,great job wichu!
edit:I've tested it and I have a bug I've tried to replace snorlexe's sprite with his pokemon platinum sprite and have got this result:
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  #29    
Old October 4th, 2009 (05:51 AM).
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ZOMG THESE ARE AWSOME!
This should help people (like me) who like making games with new pokemon.
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  #30    
Old October 4th, 2009 (08:46 AM).
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Quote originally posted by onyx79:
wow the tools are awesome,great job wichu!
edit:I've tested it and I have a bug I've tried to replace snorlexe's sprite with his pokemon platinum sprite and have got this result:
Too big maybe? Trying shrinking it to 80% original size, see if that helps...
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  #31    
Old October 4th, 2009 (08:50 AM).
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Wichu
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Nah, it's nothing to do with the size (well, it shouldn't be...)
I uploaded a new version just now, in which I fixed a possible bug in the sprite editor. Try using that to replace the sprite. If that doesn't work, then take a screenshot of the editor when you're on the Snorlax sprite, and I'll see if I can figure out what went wrong.

I would try to make a cry editor, but I have no idea on how cries are stored in the ROM. I found a document which might help, but I haven't looked into it yet.
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  #32    
Old October 4th, 2009 (09:56 AM).
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I've been using these tools for so long included ROM hacker XP... MY GOD THEY ARE SO USEFUL! XD
Hmm... is it possible you could make a .ini for Emerald?
Other then that, awesome sauce.
  #33    
Old October 5th, 2009 (01:54 AM).
Larsie13
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I made an INI for Emerald. See attachment.
Attached Files
File Type: ini Emerald (U).ini‎ (312 Bytes, 28 views) (Save to Dropbox)
  #34    
Old October 5th, 2009 (06:58 AM).
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I found the bug causing onyx79's problem. It's in the 'Save all changes' function of the sprite editor. So whatever you do, don't use it unless you want to screw up your ROM :P

I'll have it fixed in the next release, which should be some time this week.
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  #35    
Old October 5th, 2009 (07:37 AM).
Larsie13
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When you open Emerald, and use the up- and down-buttons to switch to the second frame, it gives an "Index is outside of matrix boundaries"-error. When you type in the frame number, and press Enter, the error doesn't appear. This happens both in the main window, as in the Edit Sprite window. Same error appears when you press "Synchronise palettes".
Though in both cases, the thing you're trying to do does happen. It does switch to the second frame, and it does synchronise the palettes, but it gives the error. :\
Frankly, though the error is harmless, it's very annoying to get it all the time.
  #36    
Old October 5th, 2009 (08:15 AM).
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Yeah, I just fixed that. I'm uploading the new version, with multiple bugfixes, now ;)
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  #37    
Old October 5th, 2009 (08:29 AM).
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Now that's just ironic, because I just clicked the 'Save all changes' and then you post this. O.o
It's a good thing I kept a backup
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  #38    
Old October 5th, 2009 (10:05 AM).
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Bayonetta
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I don't know if this is to much to ask, but, can anyone make a Fire Red JAP ini?
  #39    
Old October 5th, 2009 (10:58 AM).
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Are you adding an export button for the sprite editor soon??
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  #40    
Old October 5th, 2009 (01:29 PM).
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[convenience request alert xD]
Think you could implement pokemon name writing in Your apps?
Since you already can read them, surely you could write them.
None of the other pokemon editors have pictures of the pokemon (atleast none of them that support name changing...)
so i thought it would be nice if you could, just so were not switching between YAPE/PEP and one of your apps when we rename pokemon.
As i said, it should be fairly simple for you...seeing as you've been able to do all that work using pallettes... O_O
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  #41    
Old October 6th, 2009 (07:47 AM).
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Quote originally posted by Black Charizard.:
Are you adding an export button for the sprite editor soon??
Yeah, I just added it telepathically. Check the File menu.
Hint: it was there all along
Quote originally posted by The blob of blobs:
[convenience request alert xD]
Think you could implement pokemon name writing in Your apps?
Since you already can read them, surely you could write them.
None of the other pokemon editors have pictures of the pokemon (atleast none of them that support name changing...)
so i thought it would be nice if you could, just so were not switching between YAPE/PEP and one of your apps when we rename pokemon.
As i said, it should be fairly simple for you...seeing as you've been able to do all that work using pallettes... O_O
Is it really that hard to guess the Pokémon's name by its stats/moves?
I guess I could make a table showing which species number is which Pokémon. It's pointless to make a tool for that kind of problem (that is, unless anyone else is interested).
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  #42    
Old October 6th, 2009 (10:25 AM).
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...no that's not what i meant
Your program doesn't automatically change the stats unless i'm some sort of cuckoo...
If i'm changing the names, obviously thats because it's a different pokemon, if it's a different pokemon then odds are the stats will be different,so going by the stats to base your pokemons new name doesn't make much sense. UNLESS you work the other way around, and do your stats first, in which case i would go ahead and just edit the name with whatever tool i was using to edit the stats....
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #43    
Old October 6th, 2009 (02:22 PM).
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Gotta say I really do love this tool, very nice and simple to use. There seems to be only 1 problem so far, when ever I import a sprite it doesnt take the Pallet with it. So basically if say I import a Gundam sprite it gains the color of what ever Pokemon I replaced. This is quite the problem for the more complex sprites that I want to use.
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  #44    
Old October 6th, 2009 (10:39 PM).
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Thanks for these,Wichu!It'll help many hackers out there!
Will the Sprite Editor let bigger than usual sprites in?
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  #45    
Old October 7th, 2009 (06:24 AM).
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Quote originally posted by The blob of blobs:
...no that's not what i meant
Your program doesn't automatically change the stats unless i'm some sort of cuckoo...
If i'm changing the names, obviously thats because it's a different pokemon, if it's a different pokemon then odds are the stats will be different,so going by the stats to base your pokemons new name doesn't make much sense. UNLESS you work the other way around, and do your stats first, in which case i would go ahead and just edit the name with whatever tool i was using to edit the stats....
That's not what I meant either :P

Surely you should be changing the stats first, before changing the sprite? Why do you need a Pokémon name editor to show the Pokémon's sprite?

Quote originally posted by CrashmanX:
Gotta say I really do love this tool, very nice and simple to use. There seems to be only 1 problem so far, when ever I import a sprite it doesnt take the Pallet with it. So basically if say I import a Gundam sprite it gains the color of what ever Pokemon I replaced. This is quite the problem for the more complex sprites that I want to use.
In the sprite editor, you have to click the 'Synchronise Palettes' button to get the palette from the imported sprite.

Quote originally posted by RayquazaLv.X:
Thanks for these,Wichu!It'll help many hackers out there!
Will the Sprite Editor let bigger than usual sprites in?
No, it trims them down to 64x64. As far as I know, it's impossible to use bigger sprites without serious ASM hacking, which I doubt anyone here can do.
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  #46    
Old October 7th, 2009 (06:30 AM).
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as i said, it would just be a convenience.
Either way, i found a bug last night with the sprite editor.
If you try to replace the sprite of a corrupted sprite, the program will not replace the backsprite, but it will occasionally do the frontsprite.
It tells me the data is uncompressed like it should, but if you try to insert and repoint, the sprite editor does not take that kindly. Just so you know. Obviously anyone else who has this problem should just insert with unlz and repoint using pep for the time being
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #47    
Old October 7th, 2009 (08:10 AM).
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I seem to be having promblems... when i open it up, this somes up:

And whn i click continiue and import my rom this comes up:


And wont let me edit anything
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  #48    
Old October 7th, 2009 (09:27 AM).
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lolz, for those who are wondering, theres a screenie (one post up)of the bug i suggested (2 posts up)xD
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★ full metal.

I like to push it,
and push it,
until my luck is over.
  #49    
Old October 7th, 2009 (01:33 PM).
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...
 
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Quote originally posted by Wichu:



No, it trims them down to 64x64. As far as I know, it's impossible to use bigger sprites without serious ASM hacking, which I doubt anyone here can do.
Oh.Good enough.Thanks for saying.
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  #50    
Old October 8th, 2009 (12:04 PM).
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Wichu
Project Amethyst
 
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New version: it should now let you edit corrupted sprites. Also, I fixed a bug which caused it to occasionally refuse to give your sprite the correct palette, and added a batch import function to the sprite editor.
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