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  #1    
Old November 28th, 2009 (08:24 PM). Edited April 15th, 2010 by hashtag.
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
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[HOW-TO] Titlescreen Backgrounds
What can you do with this new knowledge?
Insert BG's like this! So much Lugia! Oh yeah! Dont Steal!

The Tools
What do I need!!!
First of all you will be needing 4 free (yeah, everyone loves free stuff) tools.
  • Gimp
  • IRFranView
  • UnLZ
  • APE
The Process
How do I doz it?!?
TIP from Liquid Shadow: Sphere and movie on NTME

First of all do you have an image for your bg? If not pick one out... Here is my sample.

And yes the top left will need to be your transparent color. Make sure it is divisible by 8 on the width and height and it will be good.
Now you will need to index the image, open up IRFranview. Now you need to open up your image.
*Pulls up random pic of IRFranview...*

Now go to Image>Decrease Color Depth... Make sure to UNCHECK Floyd Dithering, now click on 16 bit and press ok.
Next you will save the file.
Now you will need to open up your copy of NTME and choose the preset size as 'FR/LG TS'. Map out your tilemap as desired and save it. Make sure the whole palletemap is set to 'E'
Open up your copy of Gimp and open the newly indexed file. Go to Window>Colormap, you will want to rearrange it in case the transparent color is anywhere but the first spot.
Open up APE and go to the offset '71E55C'. With Gimp still open and the colormap there you will copy the pallet color by color to match in APE as it is in GIMP. Once finished you must press 'Replace' for the changes to work.
Now you must open up UnLZ and the numbers may vary depending if you ran a deep scan or where you got your rom.
  • BG Image #: 2011
  • BG Tilemap #:2012
Now you will want to import the new image and tilemap and repoint accordingly.
End Result
This one is horrible I know >.>
I added some random stuff quickly, I know its bad!
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  #2    
Old November 29th, 2009 (12:23 PM).
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nice tut Panda, probably the best part is that it shortens the steps.
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  #3    
Old November 29th, 2009 (12:31 PM).
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hey, how do u rename the Fire Red to something else, like Sea of Dreams like yours?
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  #4    
Old November 29th, 2009 (12:58 PM).
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Quote originally posted by thecougards:
hey, how do u rename the Fire Red to something else, like Sea of Dreams like yours?
Edit the image with the Pokemon logo and the Fire Red Version text.
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  #5    
Old November 29th, 2009 (01:44 PM).
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Quote originally posted by thecougards:
hey, how do u rename the Fire Red to something else, like Sea of Dreams like yours?
Ya its in UnLZ, be sure to look for it in 256 color mode instead of 16.

Ill add more pics when I have more time
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  #6    
Old November 29th, 2009 (02:03 PM).
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Hmm, good tutorial but you didn't say how many tiles can be in the tileset and you didn't tell us to remove multiple tiles from the tileset so we save space. :3
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  #7    
Old November 29th, 2009 (02:09 PM).
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Quote originally posted by Pokepal17:
Hmm, good tutorial but you didn't say how many tiles can be in the tileset and you didn't tell us to remove multiple tiles from the tileset so we save space. :3
Well... it should mandatory? i dont know I never thought people would not do that xD
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  #8    
Old November 29th, 2009 (02:17 PM).
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Quote originally posted by ~Teh Panda~:
Well... it should mandatory? i dont know I never thought people would not do that xD
Well, half the people insert the tileset as it looked in the tilemap, which wastes sapce and sometimes causes those liitle tile errors on titlescreens and such.
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  #9    
Old November 29th, 2009 (03:45 PM). Edited November 29th, 2009 by ninjakid230.
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Quote:
Now you will need to open up your copy of NTME and choose the preset size as 'FR/LG TS'.
sorry if this is really noobish but what is NTME? and where can i download APE?

Edit: Never mind solved my problem. thanks alot Jerks jk

a few more questions

do i use the HTML notation on the color map and put that into APE? because it has too many letters/numbers and wont fit.

is this for ruby/sapphire as well, or do i need to find a different offset?

oops where are my manners? sorry this is a very great tut I had no trouble understanding it perfect job
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  #10    
Old November 29th, 2009 (05:21 PM).
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Awesome tutorial Teh Panda,
its short and pretty straightforward :], but most of all useful
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  #11    
Old November 29th, 2009 (06:37 PM).
~Teh Panda~'s Avatar
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Quote originally posted by ninjakid230:
sorry if this is really noobish but what is NTME? and where can i download APE?

Edit: Never mind solved my problem. thanks alot Jerks jk

a few more questions

do i use the HTML notation on the color map and put that into APE? because it has too many letters/numbers and wont fit.

is this for ruby/sapphire as well, or do i need to find a different offset?

oops where are my manners? sorry this is a very great tut I had no trouble understanding it perfect job
RSE are very different, there are many tutorials on inserting title BG's for them. I would look on WaH!

Also in APE just match the RGB with the color in gimp , make sure the pallet is in the same format as the colormap in gimp though

Quote originally posted by RedYoshi:
Awesome tutorial Teh Panda,
its short and pretty straightforward :], but most of all useful
Thank you very much!
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  #12    
Old November 29th, 2009 (08:00 PM).
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WaH? dang acronyms, i have no idea what that is.
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  #13    
Old November 29th, 2009 (08:02 PM).
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xD,
W = Whack
A = A
H = Hack

Whack a Hack!
The spanish hacking site which is almost primarily ruby hackers
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  #14    
Old November 29th, 2009 (08:32 PM). Edited November 29th, 2009 by ninjakid230.
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ahh thank you I've been there before but i couldn't understand it

wait i just realized i wont be able to read it!
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  #15    
Old November 30th, 2009 (04:00 PM).
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Well, you could just use sphere to delete all identical tiles....
http://www.youtube.com/watch?v=IFudFmhWlcQ
=)

However, you don't HAVE to delete all identical tiles (although it wastes space, as pokepal said). Just make sure your tilemap's height and width is divisible by 8.
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  #16    
Old November 30th, 2009 (04:28 PM).
~Teh Panda~'s Avatar
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Quote originally posted by Liquid Shadow:
Well, you could just use sphere to delete all identical tiles....
http://www.youtube.com/watch?v=IFudFmhWlcQ
=)

However, you don't HAVE to delete all identical tiles (although it wastes space, as pokepal said). Just make sure your tilemap's height and width is divisible by 8.
Thank you, ill link your post as a helpful tip :D
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  #17    
Old November 30th, 2009 (07:05 PM).
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Hmm, it would be nice if you could make this into a full ttitlescreen hacking tutorial, because this is explained very well. :3 Also, instead of using the present size in NTME, you could raw dump in original tilemap in unLZ and edit that one. It would avoid tilemap size problems, and it could be used for any kind of tilemap hacking.
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  #18    
Old December 6th, 2009 (10:10 AM).
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Hey,

Everything was going smooth, but im trying to find the numbers/letters to copy from GIMP to APE.

Not having much luck. You said it should be the RGB but im not sure where to find that. Knowing myself, ill probably figure it out now that i asked, but if you get a chance could you explain where to find it?

-mike
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  #19    
Old December 7th, 2009 (01:34 PM).
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Can anyone tell me what im doing wrong?

Steps i followed for editing Ruby Titlescreen

1)opened unlz went to 80(goto) groudon picture imported indexed file of pokemon and write to rom

2)Selected nexti n unlz, rawdump opened tilset(indexed pokemon image) with NTME , open tilemap did copying and pasting to tilemap of image save tilemap

3)opened saved raw with unlz write to rom

I think Im not doing first step correctly!!

Someone pls help me!!
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  #20    
Old December 19th, 2009 (03:04 PM).
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Yeah,so I looked at 71E55C in APE.But all that was there was black.What's wrong with it?
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  #21    
Old December 30th, 2009 (05:22 PM).
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how big does the transparent colour in the top left be? 5x5? more? does it matter? cause i made mine and it sqrewed up
like the bottom right still came out somewhat glichy...like the one in dawnryder's tut
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  #22    
Old March 26th, 2010 (02:07 AM).
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thanks it helped a lot.
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  #23    
Old March 26th, 2010 (05:49 PM).
Umbreonic Aura
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Why cant i find the right pallete?
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  #24    
Old April 3rd, 2010 (01:48 AM).
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Quote originally posted by 558122_DG:
how big does the transparent colour in the top left be? 5x5? more? does it matter? cause i made mine and it sqrewed up
like the bottom right still came out somewhat glichy...like the one in dawnryder's tut
8x8 or 16x16 ect...! And yeah me too when i used sphere it still came up glitchy!
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  #25    
Old April 3rd, 2010 (12:24 PM).
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Verry good i think this help much people.
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