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  #126    
Old April 8th, 2012 (05:54 AM).
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Quote originally posted by rune_reaper:
Okay, so I'm free to edit their palettes so long as they're 16 colors?
Yep, any 16 color palette will work fine.
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  #127    
Old April 8th, 2012 (06:02 AM).
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Awesome, this is the best tool ever!
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  #128    
Old April 9th, 2012 (04:43 AM). Edited April 9th, 2012 by Toph.
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a very useful too lindeed!

I think I need a little help though, I've been looking for the Trainer Backsprites (in Emerald) for days now, I've only been able to find them in Tile Molester but they're scrambled and i can't get them right.

What I'm asking is, could anyone help me find the location and palette for those sprites for a bookmark? (or a plugin)
Thanks a lot!

EDIT:
I managed to find the backsprites again in Tile Molester, and managed to track their location and bookmarked them in NSE,
the only thing is that I couldn't find the right palette to go with those sprites;
I found the right colour palette in Tile Molester, but not it's location (which i need for it to work in NSE)
Is there any way to find this palette in NSE? or it's location in TM?

Thanks!
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  #129    
Old April 9th, 2012 (10:40 AM).
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Quote originally posted by Toph:
a very useful too lindeed!

I think I need a little help though, I've been looking for the Trainer Backsprites (in Emerald) for days now, I've only been able to find them in Tile Molester but they're scrambled and i can't get them right.

What I'm asking is, could anyone help me find the location and palette for those sprites for a bookmark? (or a plugin)
Thanks a lot!

EDIT:
I managed to find the backsprites again in Tile Molester, and managed to track their location and bookmarked them in NSE,
the only thing is that I couldn't find the right palette to go with those sprites;
I found the right colour palette in Tile Molester, but not it's location (which i need for it to work in NSE)
Is there any way to find this palette in NSE? or it's location in TM?

Thanks!
Okay, so I honestly do not know "where" the palettes are for emerald...

I do know a couple of things though
  • After a quick search, the sprites start at 0xD66480
  • The palettes are Lz compressed
  • You can use APE to search for them

EDIT:

I found part of an old bookmark file with the sprite offsets, but not the palette offsets.
Spoiler:
<Back Sprites>
Hero 0: &HD66480,+0,040040,Image
Hero 1: &HD66C80,+0,040040,Image
Hero 2: &HD67480,+0,040040,Image
Hero 3: &HD67C80,+0,040040,Image
Heroine 0: &HD68480,+0,040040,Image
Heroine 1: &HD68C80,+0,040040,Image
Heroine 2: &HD69480,+0,040040,Image
Heroine 3: &HD69C80,+0,040040,Image
</Back Sprites>
<Back Sprites linked game>
Ash 0: &HD6A480,Grayscale,040040,Image
Ash 1: &HD6AC80,Grayscale,040040,Image
Ash 2: &HD6B480,Grayscale,040040,Image
Ash 3: &HD6BC80,Grayscale,040040,Image
Ash 4: &HD6C480,Grayscale,040040,Image
Leaf 0: &HD6CC80,Grayscale,040040,Image
Leaf 1: &HD6D480,Grayscale,040040,Image
Leaf 2: &HD6DC80,Grayscale,040040,Image
Leaf 3: &HD6E480,Grayscale,040040,Image
Leaf 4: &HD6EC80,Grayscale,040040,Image
Brendan 0: &HD6F480,Grayscale,040040,Image
Brendan 1: &HD6FC80,Grayscale,040040,Image
Brendan 2: &HD70480,Grayscale,040040,Image
Brendan 3: &HD70C80,Grayscale,040040,Image
May 0: &HD71480,Grayscale,040040,Image
May 1: &HD71C80,Grayscale,040040,Image
May 2: &HD72480,Grayscale,040040,Image
May 3: &HD72C80,Grayscale,040040,Image
</Back Sprites linked game>
<Back Sprites friends>
Wally 0: &HD73480,Grayscale,040040,Image
Wally 1: &HD73C80,Grayscale,040040,Image
Wally 2: &HD74480,Grayscale,040040,Image
Wally 3: &HD74C80,Grayscale,040040,Image
Steven 0: &HD75480,Grayscale,040040,Image
Steven 1: &HD75C80,Grayscale,040040,Image
Steven 2: &HD76480,Grayscale,040040,Image
Steven 3: &HD76C80,Grayscale,040040,Image
</Back Sprites friends>


So it looks like you are going to have to search the ROM, which isn't too hard.
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  #130    
Old April 12th, 2012 (06:27 AM).
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i cant get any of these to work what exactly do i need to do to change the trainers sprites and what program do i need?
  #131    
Old April 25th, 2012 (03:00 AM).
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Oh, thank you so much for NSE 2.X. I know this is late but thanks anyways.
  #132    
Old May 4th, 2012 (08:50 AM).
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OW Editor Offsets for German Roms on NSE 2.0 COSTUM. I hope you can install it.

Pokémon Smaragd (Emerlad) [BPED]
0x517350 Sprite Table
0x51D8F8 Pallete Table

Pokemon Rubin (Ruby] [AXVD]
0x379440 Sprite Table
0x37EF60 Pallete Table

Pokemon Saphir (Spahir) [AXPD]
0x3793D0 Sprite Table
0x37EEF8 Pallete Table

Pokemon Feuerrot (Firered) [BPRD]
0x39FC70 Sprite Table
0x3A5018 Pallete Table

Pokemon Blattgrün (Leafgreen) [BPGD]
0x39FC50 Sprite Table
0x3A4FF8 Pallete Table

NSE 2.X and NSE Classic is a brilliant Tool. :D
  #133    
Old May 16th, 2012 (03:53 PM).
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Great work, this is pretty awesome =D
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  #134    
Old June 4th, 2012 (01:24 PM). Edited June 4th, 2012 by link12552.
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Happy Birthday to me!
Well, long story short, NSE 2.X is open source now, as my birthday gift to you...

Here's the Codeplex page.

I still need to finish setting up the page/ documentation / set up my source control, but for the time being feel free to download the source and peer into my inner-mind!
Tomorrow is the end of finals, so the page should be done by next week.

Enjoy
-Link12552
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  #135    
Old June 4th, 2012 (07:34 PM). Edited June 5th, 2012 by Shiny Quagsire.
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Awesome! I was just about to ask you to compile it with better Mono compatability, but I think I'll just do it myself. Although, you did make it a bit difficult with all of those darn P/Invokes. I'm working on making it more Mono compatible for those Linux and Mac users out there.

EDIT:
I haz success!

So far I've gotten around a few Windows-only or .NET only problems. However, some things are broken and I'll fix as soon as possible:
The eye dropper tool used a P/Invoke I attempted to get around but still needs to be cleaned up, The icon-to-cursor also used a P/Invoke and it was a low priority to fix, and plugins won't load at all (I might have temporarily commented something by accident to test )

Other than that, the editor works and it can view the ROM quite well. :D
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  #136    
Old June 5th, 2012 (11:09 AM).
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Yay! This is great. A real help to all other developers. Thanks!
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  #137    
Old June 5th, 2012 (04:49 PM).
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Quote originally posted by shiny quagsire:
Awesome! I was just about to ask you to compile it with better Mono compatability, but I think I'll just do it myself. Although, you did make it a bit difficult with all of those darn P/Invokes. I'm working on making it more Mono compatible for those Linux and Mac users out there.

EDIT:
I haz success!

So far I've gotten around a few Windows-only or .NET only problems. However, some things are broken and I'll fix as soon as possible:
The eye dropper tool used a P/Invoke I attempted to get around but still needs to be cleaned up, The icon-to-cursor also used a P/Invoke and it was a low priority to fix, and plugins won't load at all (I might have temporarily commented something by accident to test )

Other than that, the editor works and it can view the ROM quite well. :D
That's AWESOME!!!! I'm really super interested in how you ported it to Mono so easily.

Quote originally posted by agentgeo:
Yay! This is great. A real help to all other developers. Thanks!
Your welcome

P.S. I'm in the process of building a new PC so I might be out for a day or two... School's OUT!
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  #138    
Old June 6th, 2012 (07:24 AM).
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I finally finished porting last night and I was going to post but right after I finished typing my post the database went into it's "scheduled backup," so I'm posting it today.

I managed to finish the port to Mono with a few drawbacks: First, plugins must be compiled for BOTH platforms. There is Mono for Windows, just make sure that if you are a developer to use NO P/INVOKES, as these are not compatible with Mono on other systems. Second, the source code was split in the process, so Mono only works with Mono and not .NET, so if your using Windows, get the main download. This wasn't my intention, but I couldn't find a way to do it otherwise. If you can't compile it yourself feel free to let me compile it.

I also made a wrapper around a new INI reader, so the usual classes are the same and work the same, but they use nini, an open-source multiplatform INI editor. Also, updates are disabled for now as well in the Mono version. Until I get a code platform for the source, I'll post them in ZIP files here.

Source ZIP
Binary ZIP

The only shortcomings are the cursors and screen-to-eyedropper thing, which aren't too bad of a setback, but I'll attempt to fix it. Here's a screenie of it in action!
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  #139    
Old June 13th, 2012 (06:30 PM). Edited June 13th, 2012 by someone from tk 6D.
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Bravo! Awsome tool man! You could compete with hackmew someday!
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  #140    
Old June 22nd, 2012 (05:07 AM).
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Link, I'm new to NSE, and I'm using it to change the hero in Emerald to something else, but I want to change the back sprites so its more realistic. When I was looking in the Navigate section, I found where it was labeled "Backsprites", but the pattete was all one color, I was wondering if you could help with this.
  #141    
Old July 3rd, 2012 (06:29 PM).
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Umm.... Hi Link, I'm new to Rom hacking, so I was wondering of you could help me. I love your nse tool. It is the best. Thank you. But I was wondering if you could maybe add a text editor plugin to nse, because I've tried advance text and it never works. I really hope you could do this, it would be very useful.
  #142    
Old July 15th, 2012 (08:26 AM). Edited July 15th, 2012 by Mr.Man.
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I wouldn't be surprised if it's said somewhere, but I can't find how to edit an overworld sprite with NSE 2X... Anyone feeling helpful?

Quote originally posted by Shafic:
Link, I'm new to NSE, and I'm using it to change the hero in Emerald to something else, but I want to change the back sprites so its more realistic. When I was looking in the Navigate section, I found where it was labeled "Backsprites", but the pattete was all one color, I was wondering if you could help with this.
Yeah, I've messed around with this, but still can't figure that out also....
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  #143    
Old July 21st, 2012 (09:52 AM).
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As for editing text I'm limited to AdvanceMap and defining PSKV as a script editor.

No Sapphire support for Pokémon Sprite Editing yet... there are a few Pokémon with shadows that I want to remove.
  #144    
Old July 27th, 2012 (11:59 PM).
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At first I was a little nervous about using this since I am changing up all the sprites from RS trainers for my FireRed Rom. But this seems to hold up all the unlz.gba tools that I need for it and makes the entire thing a little easier to find. It's even better that I don't have to constantly check in A-Trainer to make sure that the sprites will look correctly.

Thank you very much!
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  #145    
Old July 31st, 2012 (05:05 AM). Edited July 31st, 2012 by Eggy0.
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Hello, could you, please, mirror your tool?(as in "upload it somewhere else")
Because I tried the link, but the site won't load at all, so I can't download it.
I've also tried to download your tool elsewhere, but those don't have the "Trainer Sprites" option and I desperately want to change at least one trainer sprite T_T I've also tried using Unlz.GBA, but no luck at all.
EDIT: Nevermind, I figured out that it was actually a plugin...
  #146    
Old July 31st, 2012 (09:16 AM). Edited August 1st, 2012 by Rodriguezjames55.
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must thank hate unlz so much messed up my hack 5 times last time had no back up D: anyway ty for the alternative
EDIT this is my 50th post
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  #147    
Old July 31st, 2012 (03:02 PM).
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I should mention that NSE has been completely moved to Codeplex. All updates from now on will point to the Codeplex downloads page.

I've been very busy but I'll try to get some work on NSE done.
For one, I've been meaning to implement a "Recycle Bin" feature that would:
- Graphically show data that has been pointed-away-from
- Allow you to restore old data with automatic pointer fixing
- Give the ability to remove certain items from the recycle bin, erasing them from the ROM

Then I also wanted to update the importer, allowing the importing/indexing of non-indexed or more-than-16-color images (similar to ifran view)
While I was at it I was going to create the ability to import from a "region" of an image, thus allowing you to easily use sprite sheets...

Any ideas or help would be greatly appreciated as I'm running out of steam for NSE...
- Feel free to fork the project or start a plugin
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  #148    
Old July 31st, 2012 (05:43 PM).
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If you could make an ini file, I could make the program compatible for other language of Rome, but until now has only the Footprint editor to create a ini file. And I can not live programming. if that were possible and hope for a reply.

PS: Is it really an awesome program! It would be a shame if it could use all ...

Please excuse my Engisch.

Regards,
Dragonflye
  #149    
Old August 3rd, 2012 (12:39 PM).
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I LOVE YOU, ALL THE HOMO IN THE WORLD!!!
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  #150    
Old August 11th, 2012 (06:08 PM).
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I have a question. I am having issues with the intro sprites. Your tutorial on editing them worked, but I'd rather not re draw what I've already done...is there a way to insert the intro sprites like the 16 color ones? Have I missed it already being explained? I don't know...so can you help me with that please? thanks.
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