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  #76    
Old September 25th, 2011 (02:18 PM). Edited October 3rd, 2011 by link12552.
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Quote:
Originally Posted by hero11 View Post
Thanks for the upload. And I am using Sophos Protection.
My site has been hacked!!!!!
NO ONE GO TO MY SITE!
Deleting links to it now...


EDIT:

Turns out my site is clean, it's my provider cz.cc that's at fault.
Your virus security will prevent you from seeing the website (mine does)
This shouldn't have any impact on NSE, it will just assume there is no new version when it checks for updates.
-Alternatively, you can disable update checking by setting "LastUpdate" to disable" in the settings.ini (LastUpdateLastUpdate=disable)
Your virus security might report a problem while starting up NSE, if so just follow the above step.

There's really nothing I can do regarding my site, though.
I could find a different provider, or I could wait for cz.cc to sort this mess out.

-Sorry,

P.S.
I'll attach NSE to the first post, and make some adjustments.

EDIT:

It turns out cz.cc (my free web provider) has been taken down.
Read more about it here.
...

EDIT:

Recreated the site, at a different url.
Now my site is at http://lastlink.tk
The next version of NSE will use this url for updates,
-sorry for any inconvenience this has caused.
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  #77    
Old October 12th, 2011 (05:59 PM). Edited October 13th, 2011 by link12552.
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Update Beta 1.6

Features
  • The plugin menu
  • Plugin improvements
  • Custom Imports and Exports
  • Fixed Update System
  • More terminated bugs

The plugin menu:
Plugins get their own little menu item.
This makes it easier to start and manage plugins.

Plugin improvements:
New Commands!
-Host.NewImport()... Create custom content importers for NSE 2.X
-Host.NewExport()... Create custom content exporters for NSE 2.X
-Host.NewEditor()... Create a standard editor window
-Host.currentEditor... Points to the current editor
..more info later...

Custom imports and exports
Plugins can now dynamically create import and export functions.
So say you have a file format you'd like to support (like the classic NSL)
You can now write your own importers/exporters!
This version includes an NSL [Classic] plugin
...I'll post the source later...

Fixed Update System
Yes my old site was destroyed, but oh well.....
Now I have a new one, and this version of NSE is aware of that.

Bugs fixed
Includes a problem with opening a navigate windows when you had no ROM open.
Fixed a bug with the stroke window that's aggravated me for a while now.

Edit:

Lets talk about the new plugin features:

First of all, you get a new plugin type, Internal.
-this tells NSE that you don't want some window to pop up when your plugin is run.
-is useful for things that run automatically like importers and exporters

You also get three new PluginClassification
  • GhostCreate : The plugin creates something, plain and simple
  • GhostEditSprite : The plugin is used to edit some ROM's sprite
  • GhostModifyData : The plugin modifies some ROM's internal data
The "Ghost" prefix means that NSE won't show these plugins on the start page.

You also get some new Plugin Commands:
Code:
void Host.NewEditorForm(NSE_Framework.IO.SpriteLibrary SpriteLibrary, string FileName);      
void Host.NewEditorForm(NSE_Framework.IO.SpriteLibrary SpriteLibrary);
void Host.NewEditorForm(NSE_Framework.Data.Sprite Sprite);
void Host.NewEditorForm(NSE_Framework.Data.Sprite Sprite, string FileName);
These open a new editor window in NSE, using a multitude of different parameters.

Now these are the fun new commands:
Code:
void Host.NewImport(string Name, EventHandler importEvent);
void Host.NewExport(string Name, EventHandler exportEvent);
These add new imports and exports to NSE! seriously, they show up in the import and export menu! :D
They're pretty simple to make to.
First of all you need a name,
Secondly you provide an EventHandler (this is where your code goes)
Here's an example:
Code:
public override void Initialize()
{
     // Add the importer, by providing a name, and an eventhandler
     Host.NewImport("[Classic] Sprite Library", new EventHandler(ImportNSL));
}

public void ImportNSL(object sender, EventArgs e)
{
     //Do work here...
}
Note! your EventHandler needs to take those parameters (object sender, EventArgs e),
what you do beyond that is up to you

The Next Major change involves how plugins are run.
NSE will call the Initialize() function of each plugin on start-up.
This is a slightly changed order, but provides better functionality.
Order of events:
  1. Plugin found
  2. Plugin.Initialize() is called in NSE
Then if a user clicks the plugin in the plugin menu or on the start-page
  1. Plugin.LoadContent()
  2. NSE will display Plugin.Mainform in the desired way
  3. Plugin does work

Lastly you also get access to Host.currentEditor.
This points to the editor control that is currently selected in NSE.

Attached to this post is the source code for the ClassicExchange plugin.
This plugin adds an importer for Classic NSL (NSE 1.X) files, and shows how the new system works.
It also shows the format of the classic NSL file...
Attached Files
File Type: zip ClassicExchange.zip‎ (113.6 KB, 23 views) (Save to Dropbox)
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  #78    
Old December 10th, 2011 (03:30 PM). Edited December 10th, 2011 by feeves.
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feeves
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This tool makes changing Pokémon sprites so easy, even a noob like me could do it. So thank you!

I have a question though. Can you change the intro sprites with this? I can't seem to figure out how to do that.
  #79    
Old December 11th, 2011 (07:51 AM).
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link12552
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Quote:
Originally Posted by feeves View Post
This tool makes changing Pokémon sprites so easy, even a noob like me could do it. So thank you!

I have a question though. Can you change the intro sprites with this? I can't seem to figure out how to do that.
Yeah you can edit pretty much any sprite using NSE (given the correct offsets)
If you're using Firered, I think the intro sprites are included, now, in the default bookmark file. Open your ROM and click "Navigate"
They're under BPRE.OW.People.Intro, they're in black and white, but you can import the correct colors from VBA.

Oh and for anyone following this thread, there was a small Update to some of the core NSE functions, mostly speed increases, but nothing super obvious.
Oh, and the default bookmarks got expanded a bit, thanks to diegoisawesome for providing the offsets!

We're now at beta 1.9...
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  #80    
Old December 13th, 2011 (02:44 PM).
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Paupir
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I used NSE to edit some graphics in the Japanese Telefang 2 rom. Worked liked a charm. By far the best sprite/graphics editor to grace the Toolbox

I'm downloading 1.9 now~
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Just starting out ;
  #81    
Old December 15th, 2011 (08:55 AM).
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I'm really liking the bookmarking stuff. NSE is so impressive. I saw that the hero/heroine intro sprites were included, but I'm having trouble editing those sprites since they're 256 color. I know you made a tutorial for doing some things in the original build of NSE and I was hoping you might have time to throw something like that together again for 2.0. Anyway, keep up the good work.
  #82    
Old December 15th, 2011 (09:06 AM).
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Hacker Bisharp
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Link your tool is fantastic!
I used NSE for my hack
  #83    
Old December 15th, 2011 (01:12 PM).
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Quote:
Originally Posted by Paupir View Post
I used NSE to edit some graphics in the Japanese Telefang 2 rom. Worked liked a charm. By far the best sprite/graphics editor to grace the Toolbox

I'm downloading 1.9 now~
Thank you very much,
It was one of my goals to make NSE 2.X work with all GBA games,
and it makes me glad to see it being used as such.:D

Quote:
Originally Posted by Wiznatts View Post
I'm really liking the bookmarking stuff. NSE is so impressive. I saw that the hero/heroine intro sprites were included, but I'm having trouble editing those sprites since they're 256 color. I know you made a tutorial for doing some things in the original build of NSE and I was hoping you might have time to throw something like that together again for 2.0. Anyway, keep up the good work.
Thanks, I was working on a tutorial for NSE 2.X, but have since become sidetracked, I'll have to start working on it again.
Bookmarks were also an important part of NSE 2.X, they havn't turned out quite the way I intended, but they get the Job done!
To make editing 256 color sprite easier you should export the palette table from VBA when they appear, and then import that table into NSE 2.X.
In fact I think I made a simple post about this, here. Just instead of using the title use the Intro sprite.

Quote:
Originally Posted by Hacker Bisharp View Post
Link your tool is fantastic!
I used NSE for my hack
Thanks
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  #84    
Old December 16th, 2011 (04:08 AM). Edited December 16th, 2011 by Eelektross.
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Eelektross
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I have a small and hopefully simple but very important issue I need to fix (:bitelip.
I mistakenly misinserted some edited item sprites, and so as aresult the data is not something7z or whatever compressed (It had an 'l' in it somewhere). My hack is pretty far along in terms of alk the sprite edits and I don't want it to end here.
So, in order to be able to open my bag, how should I go about returning the original items to their places and return the data to its correct compression?
-silly me, inserting something unrepointed-
Help...
:<
:worries:

EDIT: It was the Master Ball and Ultra Ball I tried to replace, both on the same Emerald file.

EDIT2: And I have to say I absolutely love NSE, Classic and 2.X! It's a reliable and powerful tool (unless you do idiotic things like me (;; ) and provides a simple way for me to insert Trainer and OW sprites with ease! Thankyou so much for creating this!

EDIT3: And now it says BPEE is unsupported in NSE 2.0 and doesn't open Item Plugin at all... It didn't say this before, will this mean I'll have to restart the hack?

http://www.mediafire.com/download.php?3gd4io7w6g5mtb4 This is the .ips, if anyone cares enough to have a look. Sorry for the inconvenience :I.
  #85    
Old December 16th, 2011 (01:56 PM).
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Quote:
Originally Posted by Eelektross View Post
I have a small and hopefully simple but very important issue I need to fix (:bitelip.
I mistakenly misinserted some edited item sprites, and so as aresult the data is not something7z or whatever compressed (It had an 'l' in it somewhere). My hack is pretty far along in terms of alk the sprite edits and I don't want it to end here.
So, in order to be able to open my bag, how should I go about returning the original items to their places and return the data to its correct compression?
-silly me, inserting something unrepointed-
Help...
:<
:worries:

EDIT: It was the Master Ball and Ultra Ball I tried to replace, both on the same Emerald file.

EDIT2: And I have to say I absolutely love NSE, Classic and 2.X! It's a reliable and powerful tool (unless you do idiotic things like me (;; ) and provides a simple way for me to insert Trainer and OW sprites with ease! Thankyou so much for creating this!

EDIT3: And now it says BPEE is unsupported in NSE 2.0 and doesn't open Item Plugin at all... It didn't say this before, will this mean I'll have to restart the hack?

http://www.mediafire.com/download.php?3gd4io7w6g5mtb4 This is the .ips, if anyone cares enough to have a look. Sorry for the inconvenience :I.
It sounds like this might be a problem with the plug-in.
It could be that it was written for an earlier version of the NSE Framework and that it may not be setting something properly, I didn't make it so don't as me.
I can't tell you why it says it's not supported, but I did fix some nasty items I saw, hopefully this will fix it.
I'll attach an ips (note: use an unmodified Emerald ROM)
It may have something to do with the NSE 2.X save dialog, I'll have to give it a good looking over, and I might just make my own Item plugin, it shouldn't be too hard.

Oh well, sorry for any trouble this may have caused. Also!!!!!
If you used NSE 2.X it might have Logged any changes you may not have wanted to make.
In the NSE 2.X folder, here is a folder "core" and in this "logs"
See if there is a text file with the same name as your ROM, an if so check it for past activity.
Attached Files
File Type: zip CustumEm.zip‎ (1.02 MB, 22 views) (Save to Dropbox)
__________________
  #86    
Old December 16th, 2011 (04:30 PM). Edited December 16th, 2011 by Eelektross.
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Eelektross
Unhatched Egg
 
Join Date: Jun 2011
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THANKYOU SO MUCH
I'm used to fussy tools, but my computer also enjoys refusing operations and the like: I checekd my log but there was nothing there. Well, so long as the Bag will open, it's no problem. Thank you SO much, this saves me hours of solid work (I saved the backup at the wrong time).
  #87    
Old December 20th, 2011 (07:10 PM).
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Mr. Magius
  
Community Supporter Tier 5
 
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Location: ... ;)
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Thanks a lot for this, link! This is really useful and easy to use.. but all I have is an older version, because I'm unable to download from the links given on the OP. If it wouldn't bother you (or someone else), could you post a download link to a mirror for the latest version? Thanks!
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  #88    
Old December 21st, 2011 (07:01 AM). Edited December 21st, 2011 by link12552.
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link12552
just tired, that's all
 
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Quote:
Originally Posted by Mr. Magius View Post
Thanks a lot for this, link! This is really useful and easy to use.. but all I have is an older version, because I'm unable to download from the links given on the OP. If it wouldn't bother you (or someone else), could you post a download link to a mirror for the latest version? Thanks!
Strange... As long as your using my new site (http://www.lastlink.tk) it should work.

Are you getting this page, or are you getting sent to my older site (the one that's a cz.cc address)

Anyways...
I'll attach the current version of NSE to this post.
Attached Files
File Type: zip NSE 2.0.zip‎ (115.5 KB, 18 views) (Save to Dropbox)
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  #89    
Old December 21st, 2011 (12:59 PM).
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Mr. Magius
  
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Nah, my router's bad and sometimes it doesn't connect to certain sites. It works now though lol.

Thanks a lot!
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  #90    
Old December 21st, 2011 (02:44 PM).
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Small UPDATE
beta 1.9a (the "a" is there because it's a small update)

Several important bug-fixes were addressed in this release:
  • The cursor is now "inverted" so you can see what you're doing
  • The insert compressed palette button works now
  • There's no more scroll error when resizing the brush
  • The "Load ROM" button shouldn't suddenly become unresponsive
  • The Sprite constructor now works properly with offsets to compressed data
Plus there are a few bonuses!
Speed increases (small, but they are there)
NSE will make sure you're saving compatible data (ex. shiny quagsire's item plug-in is bugged, NSE will notice the mess that happens when you try to save)
As mentioned above, the dynamic cursor's are now inverted, so they won't "vanish"
The NSE_Framework also got a few treats added.
You can also now use the bracket keys "[" and "]" to re-size the brush.

It should be known that there is a problem with shiny quagsire's item plug-in.
It's saving the sprites as uncompressed data, when they should be compressed.
I've contacted him about the problem, and NSE now checks for such problems, among others, when you save.
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  #91    
Old February 10th, 2012 (05:39 PM).
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Eelektross
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I'm very sorry to bump this, but I felt I should comment on the new release.
The Item Editor notification is very useful, as that bug was what got me stuck two months ago lD. I'm also incredibly fond of the brush resizing~~
  #92    
Old February 11th, 2012 (06:11 AM).
daneben
Beginning Trainer
 
Join Date: Jan 2012
Thanks for this awesome tool, I only got one improvement: What about a function to export all frames/sprites of the entire rom as bmp's? There's already this function for the nslx format.
  #93    
Old February 11th, 2012 (07:11 AM).
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link12552
just tired, that's all
 
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Quote:
Originally Posted by Eelektross View Post
I'm very sorry to bump this, but I felt I should comment on the new release.
The Item Editor notification is very useful, as that bug was what got me stuck two months ago lD. I'm also incredibly fond of the brush resizing~~
Thank you, I need to keep this thread alive so any comment is good

Quote:
Originally Posted by daneben View Post
Thanks for this awesome tool, I only got one improvement: What about a function to export all frames/sprites of the entire rom as bmp's? There's already this function for the nslx format.
This would make a TON of garbage (images that aren't really images), and it would only work for the Lz77 compressed sprites.

Anyways let me at least say some stuff about the update.

Update: v Beta 2.0.1 pt1

New features:
  • MUCH more memory effecient
  • Slightly larger navigate window
  • Use of the new uDrawData command in all controls
  • Extended PictureBox to support better edditing
  • Some bug fixes

Okay previously I was doing some not-to-efficient code to draw images. It would work fine when the scale was 1, but after that, the size would grow exponentially with scale.
Now the uDrawData command uses pointers to locate the data in memory, increasing speed and performance. (C# has pointers! yippee)

All sprites, internally, are drawn in scale 1, now, as well. (the original draw commands are still intact, providing backwards compatibility)

The new control ExtenededPictureBox, takes the scale 1 images, and draws them to the proper scale, without increasing the memory footprint, it also has a settable interpolation mode.

There is also code in place for the future implementation of a "Selection" tool. The code is there, but isn't visible, because well, it's not done yet...
Not to mention some of tehe other hidden Framework features, like int Read.ReadPointer(int Offset)...

I just feel obliged to offer some sort of update after this long time, been over a month.

- For any of you that are interested, I've been working on an Xbox 360 indie game for the past 2 months, that is coming along quite nicely now

Anyways, I'm also going to attach a "trainer Sprite" plugin with source! to this post, as I feel it is important to keep this thread alive.
The plugin is a direct port of the NSE classic code, but is slightly more refined. (Supports all English roms)

So go play with the code, and try to make something super awesome, I've done almost all the hard work for you, lol

-I've also attached a prebuilt version of the plug-in for those of you not interested in the source
Attached Files
File Type: zip TrainerPluginSource.zip‎ (177.1 KB, 42 views) (Save to Dropbox)
File Type: zip BuiltTrainerPlugin.zip‎ (6.4 KB, 42 views) (Save to Dropbox)
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  #94    
Old February 11th, 2012 (08:43 AM). Edited February 11th, 2012 by Speedster.
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Speedster
The Unknown
 
Join Date: Dec 2011
Location: In the depths of space...
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Nature: Jolly
Quote:
Update: v Beta 2.0.1 pt1

New features:
  • MUCH more memory effecient
  • Slightly larger navigate window
  • Use of the new uDrawData command in all controls
  • Extended PictureBox to support better edditing
  • Some bug fixes

Okay previously I was doing some not-to-efficient code to draw images. It would work fine when the scale was 1, but after that, the size would grow exponentially with scale.
Now the uDrawData command uses pointers to locate the data in memory, increasing speed and performance. (C# has pointers! yippee)

All sprites, internally, are drawn in scale 1, now, as well. (the original draw commands are still intact, providing backwards compatibility)

The new control ExtenededPictureBox, takes the scale 1 images, and draws them to the proper scale, without increasing the memory footprint, it also has a settable interpolation mode.

There is also code in place for the future implementation of a "Selection" tool. The code is there, but isn't visible, because well, it's not done yet...
Not to mention some of tehe other hidden Framework features, like int Read.ReadPointer(int Offset)...

I just feel obliged to offer some sort of update after this long time, been over a month.

- For any of you that are interested, I've been working on an Xbox 360 indie game for the past 2 months, that is coming along quite nicely now

Anyways, I'm also going to attach a "trainer Sprite" plugin with source! to this post, as I feel it is important to keep this thread alive.
The plugin is a direct port of the NSE classic code, but is slightly more refined. (Supports all English roms)

So go play with the code, and try to make something super awesome, I've done almost all the hard work for you, lol

-I've also attached a prebuilt version of the plug-in for those of you not interested in the source
Glad to see you got the Trainer Plug-in at this release. This is going far Link. If I may I have a list of features you may add in the future that we already suggested and other's discussed.
  • OW Editing (Obviously)
  • Support for future 649 Patches
  • TileSet Editing
  • TileMap Editing
  • Had some other things on mind but can't remember...
__________________

.:Aegis:.
~coming soon~
  #95    
Old February 21st, 2012 (09:47 AM).
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Zeikaro
Beginning Trainer
 
Join Date: May 2010
Gender: Male
I like the new look of this fabulous tool which is more used to edit my graphics , I am just downloading this new version thank you very much.
  #96    
Old March 8th, 2012 (05:37 AM). Edited March 8th, 2012 by Greifer500.
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Greifer500
Beginning Trainer
 
Join Date: Mar 2012
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The Nse is a good hack tool, but by me is it with the color is color negativ and the lines are not on the right position .But is a good tool .

And by the most is it not discernible.
  #97    
Old March 8th, 2012 (05:37 PM).
itari's Avatar
itari
普通の魔法使い
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Hey everyone, I have just created a new plugin for you all!

It is a ...

Pokemon Icon Editor



Yes, that's right, I have made an Icon Editor plugin for NSE.

Just download it from the attachments!

(It only supports English FireRed, LeafGreen, Ruby and Emerald right now)

Please try it out and let me know what you think!
Attached Files
File Type: zip IconPlugin.zip‎ (7.8 KB, 41 views) (Save to Dropbox)
__________________
Pokémon Something Version

SubscriptAdvanced SongType Effectiveness EditorTilemap CreatorPython IPS Patcher
  #98    
Old March 12th, 2012 (01:41 PM).
Dizzyed
Beginning Trainer
 
Join Date: Oct 2011
Gender: Female
I am frequently getting a "NSE/CORE/LOG/MYROM.txt" is being used by another process message when trying to save palletes or sprites. I don't know if this is a bug or if I am doing something wrong as I am really new to this. I also sometimes get a "Your color has been something something (can't remember right now) please tell link12552" error message.

I basically want to replace the FR pokemon sprites with the foreign moemon sprites, but I can't find a tutorial that explains it well in NSE 2. If anyone has an idea as to how to do this I'm open to suggestions.
  #99    
Old March 12th, 2012 (02:54 PM).
MrElephant's Avatar
MrElephant
Pokemon Researcher
 
Join Date: Oct 2011
Location: United States
Gender: Male
Nature: Serious
Hey everyone especially you link12552 I want to know how to edit red, green, and professor oak in the pokemon firered intro. I know you have to use ape, but unlz doesnt really help. Do you have any ideas?
  #100    
Old March 12th, 2012 (05:28 PM). Edited March 12th, 2012 by link12552.
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link12552
just tired, that's all
 
Join Date: Dec 2007
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Quote:
Originally Posted by Dizzyed View Post
I am frequently getting a "NSE/CORE/LOG/MYROM.txt" is being used by another process message when trying to save palletes or sprites. I don't know if this is a bug or if I am doing something wrong as I am really new to this. I also sometimes get a "Your color has been something something (can't remember right now) please tell link12552" error message.

I basically want to replace the FR pokemon sprites with the foreign moemon sprites, but I can't find a tutorial that explains it well in NSE 2. If anyone has an idea as to how to do this I'm open to suggestions.
hmm... Are you getting the first message with multiple instances of NSE open?

And do you know what the rest of that message said, the one that said to tell me . It's probably important if NSE thinks you have to contact me about it.

Edit: looking through the source, that error means that the plugin you were using didn't modify the "colors" component of the select color control properly.
What plugin were you using?
I think you may be trying to open two roms in NSE at the same time. If you want to transfer sprites from one game to another, open up two instances of NSE, and export sprite libraries from one, and import them into the other.

Do you have any of the other core features of NSE disabled? i.e. Safety Re-pointing

Quote:
Originally Posted by agentgeo View Post
Hey everyone, I have just created a new plugin for you all!

It is a ...

Pokemon Icon Editor



Yes, that's right, I have made an Icon Editor plugin for NSE.

Just download it from the attachments!

(It only supports English FireRed, LeafGreen, Ruby and Emerald right now)

Please try it out and let me know what you think!
AWESOME! I love to see people using the plugin framework I made, makes me feel all warm inside! It takes a little bit of time to load though, still cool

Edit: In your opinion, how hard was making a plugin using the provided libraries?

Quote:
Originally Posted by MrElephant View Post
Hey everyone especially you link12552 I want to know how to edit red, green, and professor oak in the pokemon firered intro. I know you have to use ape, but unlz doesnt really help. Do you have any ideas?
Well, you don't have to be so rude. There are some bookmarks in the default bookmark file. BPRE > Sprites > Intro
You can import the palette file from VBA, export it as a .act, this will make editing the sprites in NSE practical.

Note: VBA exports ACT files with a .pal ending, change the ending to .act
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