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  #101  
Unread October 1st, 2010, 10:27 AM
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In irfanview click Image>Decrease Color Depth>then that's it..
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  #102  
Unread October 2nd, 2010, 02:21 AM
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Quote:
In irfanview click Image>Decrease Color Depth>then that's it..
I assume that this post was ment to answer my question...but...

..it didnt help me at all. your answer is less helpful than the actual tut.

Can someone please answer my question more clearly?
  #103  
Unread October 4th, 2010, 04:43 PM
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Quote:
Originally Posted by shinyabsol1 View Post
I still haven't been able to get this tut to work. I'm starting to think that I did something wrong on the indexing step. Can someone clarify for me exactly what I am supposed to do in the "decrease color depth box"? Also, does it matter what bright color I edit the first color in the palette to? And what if that first color is NOT black like in the tut?

Thanks in advance.
Keep to the tutorial mate
Ok on Ifranview goto image - decrease color depth- choose custom and put 239 in it and ok.
Goto image and palette(i think) then edit palette change the first color to a bright color, (he didn't say the first color was black! He said change the first color) like he said in the tutorial.
Then save under different name.
Copy and paste your UN INDEXED title screen and paste it on your indexed image and save it. (by the way Windows 7 paint doesn't support indexed files)
There you go, you have indexed your title screen :D
Hope it works :D
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  #104  
Unread October 4th, 2010, 11:32 PM
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Quote:
Originally Posted by "Black Charizard.
Step 2 - Indexing the titlescreen image

Now we have to index the image you can do this by opening the image in irfanview.
Then go to the menu in irfanview.
Go to image -> decrease color depth
Then uncheck floyd dithering and set colors to 239.




Next while your still in irfanview go to image -> palette -> the edit palette.
edit the first color to a bright color by double clicking it.



Then go to image -> palette -> the export palette.
And save the palette.
Then save your image with a different name then your unindexed image. Next open the unindexed image and the indexed image in paint. Copy and paste the unindexed image on to the indexed image and hit save.
Follow that, it's in the tutorial.. :/
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  #105  
Unread October 5th, 2010, 03:16 AM
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Quote:
Keep to the tutorial mate
Ok on Ifranview goto image - decrease color depth- choose custom and put 239 in it and ok.
Goto image and palette(i think) then edit palette change the first color to a bright color, (he didn't say the first color was black! He said change the first color) like he said in the tutorial.
Then save under different name.
Copy and paste your UN INDEXED title screen and paste it on your indexed image and save it. (by the way Windows 7 paint doesn't support indexed files)
There you go, you have indexed your title screen
Hope it works
Thanks for the clarification. Turns out I was doing the indexing wrong. I didn't switch the setting to "custom" when I put in 239. I will try this tut again soon, hopefully with success this time!
  #106  
Unread October 7th, 2010, 04:53 PM
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Quote:
Originally Posted by shinyabsol1 View Post
Thanks for the clarification. Turns out I was doing the indexing wrong. I didn't switch the setting to "custom" when I put in 239. I will try this tut again soon, hopefully with success this time!
Your welcome
Hopefully it will work for you now
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  #107  
Unread October 18th, 2010, 11:31 AM
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Hello, I followed step 7 but there's a weird blocks always..
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  #108  
Unread October 23rd, 2010, 11:53 AM
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I'm having this problem:
This:

became this:


I followed all steps correctly (I think xD)
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  #109  
Unread October 27th, 2010, 07:09 PM
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Okay, I tried it again, and I'm almost sure I've done everything correctly. However, I get this 'flashing screen' just before the intro screen:

I think it is the raw2011.raw, because in unLZ.gba it looks like this:

Does anyone else have this problem too, or is everything crisp clear with you guys (and girls )?
  #110  
Unread October 30th, 2010, 08:52 PM
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OKAY!
I'm having problems with "Step 4". When I have my rom in Unlz Advance thing, i put in thhe offset "00EAB8C4", i click import bitmap, select the titlescreen, but it sais "Bitmaps width needs to be mutliple of tiles width"...

Can you help me please, you might have already answered this, but I'm to lazy to search through 5 pages..

Can you possibly do this for me? And send me a Patcher or APS or UPS of whatever?
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  #111  
Unread October 31st, 2010, 08:38 PM
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Quote:
Originally Posted by Eario View Post
OKAY!
I'm having problems with "Step 4". When I have my rom in Unlz Advance thing, i put in thhe offset "00EAB8C4", i click import bitmap, select the titlescreen, but it sais "Bitmaps width needs to be mutliple of tiles width"...

Can you help me please, you might have already answered this, but I'm to lazy to search through 5 pages..

Can you possibly do this for me? And send me a Patcher or APS or UPS of whatever?
It needs to be dividable by 8.

meaning the width and height need to be dividable by 8.
Everyone else with their issue read all steps over till you do it good.
As the steps described are perfectly the required steps.
  #112  
Unread November 1st, 2010, 12:50 AM
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Quote:
Originally Posted by Jm20 View Post
Okay, I tried it again, and I'm almost sure I've done everything correctly. However, I get this 'flashing screen' just before the intro screen:

I think it is the raw2011.raw, because in unLZ.gba it looks like this:

Does anyone else have this problem too, or is everything crisp clear with you guys (and girls )?
Try not load the raw in that, use the 1x1 in that thing, import the transparent in the tutorial files
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  #113  
Unread November 1st, 2010, 01:39 PM
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Well, in trying to get this to work in Emerald, I found a couple things out.

The one before frontier pass f's it up (Around 2613)

Also a relevant one at 2615 or around it (I believe it's relevant, does the same thing as the last to the title screen)

Don't know if that'll help any, just trying to get this figured out so I can implement it.
  #114  
Unread November 1st, 2010, 02:14 PM
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Quote:
Originally Posted by aSeRo141414 View Post
Try not load the raw in that, use the 1x1 in that thing, import the transparent in the tutorial files
Well, that partly fixed it. The grey stripes are gone, but some other pixels appeared. They are less disturbing, but I would still like to get rid of them. Any other suggestions? Thanks in advance!



EDIT: so I found a way to get rid of the pixels, that is by replacing one of the images (don't ask me which, either Charizard, or one of the two 'blurry' images) with a copie, but then blanked out with the transparent color (lila). And I also replaced the image after the blinking image (140), which are the flames, with a complete blue image of the same size. So the dots and pixels were gone for a great part, but some other blurry tiles appeared right there where the flames should be. I can post an image if someone wants to....

Last edited by Jm20; November 6th, 2010 at 03:57 PM.
  #115  
Unread November 2nd, 2010, 01:22 PM
c3drick11
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well..im stuck in step two... i edited my title screen in infraview... i export it in .pal format.. then i edited in the paint like what step two tells me... then i opened ape.. i loaded the offset but i dont have the adjusted pallete.. only edit>>change pallete>>import.. and i tried to import the pallet wich i save in .pal format.. it gets an error... where did i go wrong??? (singing) . .

and by the way.. i done all the things correctly... the costum 239... 16 colors... edit pallete and swap the color... what do i do now? by the way.. when i export the file from infarview... it saves.. then wen i try to open it.. it cannot be opend again by infarview.. i recieve a error msg i think.. maybe this is related why i cant open the palette with .pal format in ape

Last edited by c3drick11; November 2nd, 2010 at 01:28 PM. Reason: Your double post has been automatically merged.
  #116  
Unread November 5th, 2010, 11:04 PM
inuside21
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sorry but im noob and i want to ask something sir,
in unlz advance, what should i must import after loading the 00EAB8C4? thanks :D
  #117  
Unread November 6th, 2010, 01:13 AM
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Quote:
Originally Posted by Jm20 View Post
Well, that partly fixed it. The grey stripes are gone, but some other pixel appeared. They are less disturbing, but I would still like to get rid of them. Any other suggestions? Thanks in advance!



EDIT: so I found a way to get rid of the pixel, that is by replacing one of the images (don't ask me which, either Charizard, or one of the two 'blurry' images) with a copie, but then blanked out with the transparent color (lila). And I also replaced the image after the blinking image (140), which are the flames, with a complete blue image of the same size. So the dots and pixels were gone for a great part, but some other blurry tiles appeared right there where the flames should be. I can post an image if someone wants to....
Insert 1x1 in the other raw

I made already
Part 1
http://www.youtube.com/watch?v=pO6J571nttU
Part 2
http://www.youtube.com/watch?v=GQ6ZYHUsyZg
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Last edited by aSeRo141414; November 6th, 2010 at 10:09 AM. Reason: Your double post has been automatically merged.
  #118  
Unread November 21st, 2010, 04:38 AM
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The last time I posted here was a couple of months ago...and today I finally got this tutorial to work. I gave up for a while but came back to it today and got it right. aSeRo141414, your videos were helpful in my success. Everyone who tried to help me, thank you. :D
  #119  
Unread November 27th, 2010, 04:23 AM
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Quote:
Originally Posted by Orangturttle View Post
On the NTME it's saying it doesn't support Raw Files.. So what should I do?
I would say do what the instructions say and import the raw2011.raw file, after downloading it.
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  #120  
Unread December 4th, 2010, 11:31 PM
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Can you use this to create your own world maps? I already have my map in full colour and at a size of 240x160.
  #121  
Unread December 11th, 2010, 07:19 PM
fluid
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Yay, finally there are so many possibilities with more colours. thanks =)
  #122  
Unread December 18th, 2010, 05:30 PM
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Nice tutorial but alas the one thing I was really hoping to see was away to edit the 16th indexed slot. I have spent hours in the DMI and trying to use asm to edit that slot. I was able to edit the last 4 pallets for that slot, but for some reason the game overrides the rest; This drives me crazy. :'c
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  #123  
Unread January 7th, 2011, 02:45 PM
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I'm sorry, but your tutorial seems a bit rushed. Some parts you barely explained, and that makes it really hard to follow.
My final result was completely messed up, due to the fact that half the time I was just so confused about what you were trying to say.

Like, for example;
"Then go on like that and hit replace until you had all 16 indexes."
Go on like what? I don't understand. In the first one you were supposed to just import the palette, and in the second you were supposed to click the arrow.
So should I click the arrow for all the others? Or..?
And this too;
"
Then go to offset 00EAB8C4 click it on 256 colors then click import bitmap.
Then this popup should appear:"
You skipped the whole import bitmap step, what are we supposed to import?

Sorry if I'm sounding slightly rude.. I trust that you put effort into this. But please explain a bit further, some people are completely new to this.
  #124  
Unread January 7th, 2011, 03:26 PM
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Quote:
Originally Posted by Washibon View Post
I'm sorry, but your tutorial seems a bit rushed. Some parts you barely explained, and that makes it really hard to follow.
My final result was completely messed up, due to the fact that half the time I was just so confused about what you were trying to say.

Like, for example;
"Then go on like that and hit replace until you had all 16 indexes."
Go on like what? I don't understand. In the first one you were supposed to just import the palette, and in the second you were supposed to click the arrow.
So should I click the arrow for all the others? Or..?
And this too;
"
Then go to offset 00EAB8C4 click it on 256 colors then click import bitmap.
Then this popup should appear:"
You skipped the whole import bitmap step, what are we supposed to import?

Sorry if I'm sounding slightly rude.. I trust that you put effort into this. But please explain a bit further, some people are completely new to this.
I think he kind of rushed that too. So for each index, find the offset in the box below that post, and replace each index spot with the right index in your custom pallet.
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  #125  
Unread January 8th, 2011, 10:27 AM
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Quote:
Originally Posted by shiny quagsire View Post
I think he kind of rushed that too. So for each index, find the offset in the box below that post, and replace each index spot with the right index in your custom pallet.
So I keep pressing the arrow until I've replaced all the possible palettes in the index?
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