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  #176    
Old August 1st, 2010, 12:35 PM
Super Ultra Mega Charizard
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I tried importing something over the male hero sprite and it got an error 0_0
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  #177    
Old August 7th, 2010, 04:54 PM
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Ahh back from vacation, but whats this...
ug

Quote:
Originally Posted by diegoisawesome View Post
Hey, for some reason NSE is repointing things to places that have NO free space at all... O.o
I tested it out on a ROM that I had. I made a backup, and, without doing anything else, got NSE to repoint the frames of a sprite. And, actual, used bytes were overwritten
Quote:
Originally Posted by Super Ultra Mega Charizard View Post
I tried importing something over the male hero sprite and it got an error 0_0
Details, Details people! the more information you can give the better the chance is I can fix whatever it is that's wrong..

diegoisawesome:
What frames of which sprite did you re-point, and how did you do it?
Steps please...

Super Ultra Mega Charizard:
Well, did you do it correctly? just kidding...
What error did you get, what game are you using, and could you post what it is you were trying to import, it may help
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  #178    
Old August 7th, 2010, 05:02 PM
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Quote:
Originally Posted by link12552 View Post
Ahh back from vacation, but whats this...
ug





Details, Details people! the more information you can give the better the chance is I can fix whatever it is that's wrong..

diegoisawesome:
What frames of which sprite did you re-point, and how did you do it?
Steps please...

Super Ultra Mega Charizard:
Well, did you do it correctly? just kidding...
What error did you get, what game are you using, and could you post what it is you were trying to import, it may help
okay since I had this problem too awhile ago
1.) I replaced a trainer sprite
2.) used the fsf and repointed.
3.) I wrote the rom
4.) When I played the game My trainer backsprite and jolteon sprite colors were all messed up, the turned into something unexplainable lol and jolteon doesen't show up

this happened in Pokemon Emerald, nice tool the .nsl thing is great but the fsf needs work
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  #179    
Old August 7th, 2010, 05:35 PM
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Quote:
Originally Posted by link12552 View Post
diegoisawesome:
What frames of which sprite did you re-point, and how did you do it?
Steps please...
Since one image had not enough frame total (not including the reused ones) I simply clicked on the "Change Frames" button. NSE told me it was going to repoint the frames even though I had not increased the number, and I clicked Okay.
This is for BPEE.
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  #180    
Old August 12th, 2010, 06:52 AM
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BUG FIX-
  • Fixed the space saver function in the preferences window.
  • Fixed a bug when redefining the main character's size.
  • The free-space finding function has been tweaked and should work now (Not really sure what the problem was but some messing around got it to work :p).
Hopefully this takes care of any problems people were having.

In-case anybody is wondering what "space-saver" does, it simply erases old image data after you re-point from within preferences.

All bugs have been fixed and Version 1.7.0.6 is available for download
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Last edited by link12552; August 12th, 2010 at 07:01 AM.
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  #181    
Old August 12th, 2010, 10:02 AM
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Nice update!
I just wanted to now, though, why a 32x32 sprite I insert always seems to face down, even when it's supposed to be moving or facing different directions.

Yes, I did change the animation type, from Standard, to Biker, to even HoHo (which should REALLY be Ho-Oh), but it ALWAYS FACES DOWN AND DOESN'T MOVE. What's wrong here?

EDIT: I just checked something. I repointed a sprite (which had normal animations). Then, I inserted my own over it, and it screwed up like the first one. O.o
What is going on?

EDIT 2: Never mind, the second bug was fixed.
But what about the first one?
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Last edited by diegoisawesome; August 12th, 2010 at 10:18 AM.
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  #182    
Old August 12th, 2010, 11:26 AM
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Quote:
Originally Posted by diegoisawesome View Post
Nice update!
I just wanted to now, though, why a 32x32 sprite I insert always seems to face down, even when it's supposed to be moving or facing different directions.

Yes, I did change the animation type, from Standard, to Biker, to even HoHo (which should REALLY be Ho-Oh), but it ALWAYS FACES DOWN AND DOESN'T MOVE. What's wrong here?

Mental note : Ho-Oh not HoHo


If your using Firered try switching the "pointer1" to "083A3718"

You can do this in NSE's hex editor, by selecting "Sprite Offset" and looking for the pointer 1 (REVERSED so "08 3a 37 10" would read "10 37 3a 08")


change the 10 to an 18


Make sure you press save, and you should be done.
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Last edited by link12552; August 12th, 2010 at 12:52 PM.
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  #183    
Old August 12th, 2010, 01:37 PM
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Quote:
Originally Posted by link12552 View Post

Mental note : Ho-Oh not HoHo


If your using Firered try switching the "pointer1" to "083A3718"

You can do this in NSE's hex editor, by selecting "Sprite Offset" and looking for the pointer 1 (REVERSED so "08 3a 37 10" would read "10 37 3a 08")


change the 10 to an 18


Make sure you press save, and you should be done.
Only problem here, though, is that I'm using BPEE...
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  #184    
Old August 12th, 2010, 01:48 PM
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Quote:
Originally Posted by link12552 View Post

Mental note : Ho-Oh not HoHo


If your using Firered try switching the "pointer1" to "083A3718"

You can do this in NSE's hex editor, by selecting "Sprite Offset" and looking for the pointer 1 (REVERSED so "08 3a 37 10" would read "10 37 3a 08")


change the 10 to an 18


Make sure you press save, and you should be done.
Quote:
Originally Posted by diegoisawesome View Post
Only problem here, though, is that I'm using BPEE...
Then instead of using "08 3a 37 10"
you would use: "08 50 95 1C"

If you wondering where I'm getting these pointers, they're just from other sprites in the ROM that have the desired attributes"
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  #185    
Old August 12th, 2010, 01:51 PM
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Quote:
Originally Posted by link12552 View Post
Then instead of using "08 3a 37 10"
you would use: "08 50 95 1C"

If you wondering where I'm getting these pointers, they're just from other sprites in the ROM that have the desired attributes"
Yeah, I kinda guessed that I could do that.
Is this simply a bug in NSE that, after updating, I (hopefully) won't have to sort out manually each time?

EDIT: It turns out that it was that exact same pointer!
Then, I manually changed the Palette Registers to the one of another sprite, and, well, it worked somehow.
By the way, the 2nd number in the Palette Registers controls what slot the palette is loaded to.
Maybe you could add that in soon, for further customization.
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Last edited by diegoisawesome; August 12th, 2010 at 02:07 PM.
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  #186    
Old August 16th, 2010, 07:13 AM
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link12552
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UPDATE 1.7.2

The big thing in this update is that now NSE has it's own built in plug-in system,
that allows you to access the power of NSE to do, well, allot of things XD.

The big motivator behind this is that hopefully people will contribute plug-ins they've made, thus increasing the usability of NSE and benefiting everyone...

Features:
  • A very simple syntax
  • Temporary memory for storing variables
  • If statements
  • Access to NSE's image handling capabilities
  • Basic math functions
  • Read and write
  • and More!
NOTICE: THE LIST OF COMMANDS WILL BE POSTED SOON

Included with NSE is the example "pokemon" plug-in that showcases NSE's new plug-in system. Allowing editing of all of the Pokemon's fronts and backs, both normal and shiny.

Plug-ins can be written in Notepad, or any other text processing application, and plug-ins are saved with the extension ".npi"


Notes(s)
plug-ins are accessed through the options button

The "pokemon "example plug-in is ONLY compatible with the English versions of Ruby Emerald and Firered
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  #187    
Old August 16th, 2010, 07:39 AM
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King Koopa
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Mate I would just like to say this program is now one of the best and your a genius! Also I don't have the re-pointing issues anymore! well done
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  #188    
Old August 16th, 2010, 07:59 AM
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link12552
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Quote:
Originally Posted by King Koopa View Post
Mate I would just like to say this program is now one of the best and your a genius! Also I don't have the re-pointing issues anymore! well done
Fixing the re-pointing bug took some time, the the plug in system took FOREVER (all caps to show emphasis)
a genius hmmm
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  #189    
Old August 16th, 2010, 08:04 AM
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diegoisawesome
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Quote:
Originally Posted by link12552 View Post
Fixing the re-pointing bug took some time, the the plug in system took FOREVER (all caps to show emphasis)
a genius hmmm
I'm just wondering.. In this version, do you have the ability to edit the loaded palette slot, like I suggested a few posts back? (also, did you fix the bug I told you about in the same post?)
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  #190    
Old August 16th, 2010, 08:41 AM
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link12552
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Quote:
Originally Posted by diegoisawesome View Post
I'm just wondering.. In this version, do you have the ability to edit the loaded palette slot, like I suggested a few posts back? (also, did you fix the bug I told you about in the same post?)
No that feature hasn't been added yet, but it's on the list.

Regarding the bug, it seems to be a special case error and is still being looked into.

Sorry these things haven't been fully addressed, but with school coming up I haven't been able to do to much...
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  #191    
Old August 16th, 2010, 08:43 AM
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Quote:
Originally Posted by link12552 View Post
No that feature hasn't been added yet, but it's on the list.

Regarding the bug, it seems to be a special case error and is still being looked into.

Sorry these things haven't been fully addressed, but with school coming up I haven't been able to do to much...
Yeah, I know what you mean. At least it's fine, for now..
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  #192    
Old August 16th, 2010, 11:02 AM
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Wow incredible. So what do the plug-ins have to be coded in?
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  #193    
Old August 16th, 2010, 11:43 AM
JPAN
pokemon rom researcher
 
Join Date: Dec 2008
Hi. I tried making a simple plugin, using the original given one as a base, and tried to create one that would show us all item images. But, instead of that, all it shown was a graphical representation of the pointers. The palette was also pointers in RGB form.
I started out by making one with what I understood of the old script, but later copy-pasted the old script changing only the pointers. The changes were, in every frame (didn't even change the number of frames):
Code:
dump(0)
Append(8)
Multiply(I#)
Add(&h3D4294)
Read(mem(0), 3)
Flip(3)
Append(8)
Multiply(I#)
Add(&H3D4298)
For Fire Red, were the first pointer is the image table for items, and the second pointer is the same table + 4 (as the table layout is [pointed image] [pointed image palette])
Could you tell me what went wrong?
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  #194    
Old August 16th, 2010, 12:35 PM
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Edit: For the new list of commands see this post

Here are the plug-in commands as of NSE 1.7.2.1

Spoiler:
i# Returns the current index
f# Returns the current frame
s# Returns the image offset
p# Returns the palette offset
st# Returns sprite table offset
pt# Returns palette table offset

Read: Reads data from the loaded ROM into memory
read( startoffset, length)

Write: Writes data to the loaded ROM
write( writedata, startoffset)

Image: Loads either an image form the ROM (both compressed and un-compressed
image( image offset, palette offset, size)
Size = 4bytes (WWwwHHhh)

Condition - palette offset = "grayscale" : loads an image in grayscale
Freespace: Finds the offset of a given amout of freespace and loads it into memory
freespace( size, startoffset)

Add: Increases mem(0) by a value
add( value)

Subtract: Decreases mem(0) by a value
subtract( value)

Multiply: Multiplies mem(0) by a value
multiply( value)

Divide: Divides mem(0) by a value
divide( value)

Append: Loads a value into memory
append( value)

Flip: Flips mem(0) in section length
flip( value)
Condtion - flip(0) : flips mem(0) entirely
Condtion - flip(1) : flips mem(0) byte by byte

Dump: Removes memory at a given depth
dump( value)

Debug: Displays a dialog with the current memory status among other things
debug

Stop: Ends plugin execution
stop

Fmax: Sets the frame bounds to a value
fmax( value)

Imax: Sets the index bounds to a value
imax( value)

If Statements: Compare mem(0) to a value. If code contained in { }
If(value)
If!(value)
If>(value)
If<(value)

Nin: Propmts for input
nin( prompt message, response form)
Condition: Response form = "d" responds in standard form
Condition: Response form = "h" responds in hex form

Nout: Shows aouput in a messagebox
nout( value)
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Last edited by link12552; January 15th, 2011 at 08:06 AM.
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  #195    
Old August 16th, 2010, 04:14 PM
JPAN
pokemon rom researcher
 
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Here's a small plugin I wrote to edit Pokemon Icon data.
There are 2 frames, per picture, to a total of 6 frames (0-1 is palette 0, 2-3 is palette 1, 4-5 is palette 3). You can edit your pokemon, shifting between the palettes freely as long as you save your picture in between.
The palette byte, however, remains the old one, so if you choose to use a different palette for the icon you're editing, you need to switch it manually.

This code is given here under the BPRE tag, but it will work on any ROM version that came out after Fire Red (J). That is due to a small structure of data placed at 0x128 at the ROM data, where:
0x138 is the Icon table pointer;
0x13c is the Icon Palette byte data and
0x140 is the Icon palette address table.

PS: The file is in txt format, as I can't upload it as npi. Change the filename and the tag, and you're set.
Attached Files
File Type: txt Icons.txt‎ (1.1 KB, 18 views) (Save to Dropbox)
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  #196    
Old August 16th, 2010, 05:54 PM
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timaeus222
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I love this! It's perfectly made. There's absolutely nothing to improve.

EDIT:
Wait, I found something. Can you make it so if the import window is open, you can still access the main window? That way you can edit a LOT faster.

And even better, if you could add the shortcut Ctrl+Shift+I for Import Bitmap; there's no shortcut for convenience.

EDIT 2: Never mind, I realized that this was hacked and remade into Overworld Sprite Editor Rebirth Edition by HackMew.
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Last edited by timaeus222; August 16th, 2010 at 08:23 PM.
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  #197    
Old August 16th, 2010, 08:40 PM
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Quote:
Originally Posted by timaeus222 View Post
I love this! It's perfectly made. There's absolutely nothing to improve.

EDIT:
Wait, I found something. Can you make it so if the import window is open, you can still access the main window? That way you can edit a LOT faster.

And even better, if you could add the shortcut Ctrl+Shift+I for Import Bitmap; there's no shortcut for convenience.

EDIT 2: Never mind, I realized that this was hacked and remade into Overworld Sprite Editor Rebirth Edition by HackMew.
This tool was absolutely not made into Overworld Editor: Rebirth Edition nor made by HackMew.This is an original creation by link12552 which is superior in manyALL ways to Overworld Editor: Rebirth Edition
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  #198    
Old August 16th, 2010, 08:48 PM
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timaeus222
MegaMan/Pokemon ROM Hacker
 
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What? It seriously looks like a hack or an update of that. They are really similar.

Also, if it were superior, then why does RE have a shortcut for importing bitmaps, and NSE not have it? There's no reason to not have that feature.

Or they could just be separate and similar. Meh, you would know more.
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  #199    
Old August 17th, 2010, 04:51 AM
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diegoisawesome
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Quote:
Originally Posted by timaeus222 View Post
What? It seriously looks like a hack or an update of that. They are really similar.

Also, if it were superior, then why does RE have a shortcut for importing bitmaps, and NSE not have it? There's no reason to not have that feature.

Or they could just be separate and similar. Meh, you would know more.
Technically, they ARE separate and similar (being created on two entirely different engines), but NSE borrowed a lot of things from Rebirth Edition.

So, technically, NSE is an update to RE, if you want to think of it like that.
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  #200    
Old August 17th, 2010, 05:32 AM
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Quote:
Originally Posted by timaeus222 View Post
What? It seriously looks like a hack or an update of that. They are really similar.

Also, if it were superior, then why does RE have a shortcut for importing bitmaps, and NSE not have it? There's no reason to not have that feature.

Or they could just be separate and similar. Meh, you would know more.
Yes, Overwold editor rebirth is an improved version than NSE even though NSE has more features because RE has a shortcut. That makes perfect sense.
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