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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Nosophoros

I'm eating your cake
44
Posts
13
Years
I'm using Pokemon OW Sprite Editor and can't seem to import a sprite without an "overflow" message appearing. How do I fix this (I've tried 16 and 24 bit .bmp)?

Also, how do I edit the colors in the pallete (my edit pallete buttion is faded)?
 
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sonlen

Hacking Noob
66
Posts
14
Years
  • Seen Dec 9, 2011
Is there a way to import a tilemap made with NTS with unlz so that it can use its own palette for the title screen and not one of the 16 that is default? or can i replace one of those without messing anything up? Thanks ahead of time.
 

Sawakita

Not Invented Here
181
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13
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  • Age 34
  • Seen Nov 17, 2019
Does anyone know how to add/change compressed sprites in pokemon r/b/y (from .gif to hex code)?
 

Nosophoros

I'm eating your cake
44
Posts
13
Years
Best pokemon fire red map editor? (don't like advancemap)

Where can I download rs-ball?
 
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kittopian

Source engine coder
11
Posts
14
Years
Hello. I was wondering how to add tile animations. e,g the flowers to pokemon ruby?
I just inserted tiles but they seem awfully static! I have serched everywhere but I cannot find a tutorial on the matter!
 
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colcolstyles

Yours truly
1,588
Posts
15
Years
Hello. I was wondering how to add tile animations. e,g the flowers to pokemon ruby?
I just inserted tiles but they seem awfully static! I have serched everywhere but I cannot find a tutorial on the matter!

It's pretty complicated stuff but if you think you're up to it (and even if you think you are, it still may be too much), you can try reading this tutorial.
 

Sawakita

Not Invented Here
181
Posts
13
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  • Age 34
  • Seen Nov 17, 2019
Pretty there isn't a simple way. I think even coolboyman just removed the decompression routine and made all the sprites uncompressed. That would probably be your best bet.

This could be a great idea, I never thought in this perspective. so far I have always thought i should find a way to compress the sprites. removing the decompression routine maybe allows me to insert images. I hope there is enough free space..

Thank you so much thethethethe, probably you are my savior!!! This could really help me a lot.
*going to open debugger to find decompression routine*

EDIT:
One more question: how to transform the gif image in hex code? Let me explain. what hexadecimal value is associated with a given pixel (example: 04 = black pixel, 8C = white pixel, etc.). Is there a correlation table?

To insert a gif image using hex editor, shall i simply open the image with the hex editor and paste the string into the right pointed address of the rom?
 
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Curt_09

Also known as Chozo
557
Posts
15
Years
Alright guys, can anyone tell me how to change the map where the player begins through hex? SMCA apparently doesn't work with JPAN's hacked engine.
I guess I can just switch the default start map with the one I want to use, but I think it's rather inconvenient.
BTW, I tried it with a clean, regular FireRed, with a copy of that FireRed with JPAN's patch applied, and with my current ROM. It only works on the regular FR, so JPAN's patch is definitely the source of the problem.
 

colcolstyles

Yours truly
1,588
Posts
15
Years
Alright guys, can anyone tell me how to change the map where the player begins through hex? SMCA apparently doesn't work with JPAN's hacked engine.
I guess I can just switch the default start map with the one I want to use, but I think it's rather inconvenient.
BTW, I tried it with a clean, regular FireRed, with a copy of that FireRed with JPAN's patch applied, and with my current ROM. It only works on the regular FR, so JPAN's patch is definitely the source of the problem.

Well if you have isolated JPAN's hacked engine as the problem, then you'd probably be better off asking in his thread or asking him directly. If he changed something that makes a tool nonfunctional, there's nobody better to ask than him.
 

Curt_09

Also known as Chozo
557
Posts
15
Years
Well if you have isolated JPAN's hacked engine as the problem, then you'd probably be better off asking in his thread or asking him directly. If he changed something that makes a tool nonfunctional, there's nobody better to ask than him.

Alright, will do. I've just resolved the problem by switching the maps around, but for future reference do you or anyone else know the offset where that info (starting location) is stored?
 

Darthatron

巨大なトロール。
1,152
Posts
18
Years
Alright, will do. I've just resolved the problem by switching the maps around, but for future reference do you or anyone else know the offset where that info (starting location) is stored?
YES!
Code:
0x00054A04: Map Bank
0x00054A06: Map Level
0x00054A08: Map X-Co-ord
At least, that's what I have documented.

EDIT: Are you getting an "invalid property value" error, btw?
 

Curt_09

Also known as Chozo
557
Posts
15
Years
YES!
Code:
0x00054A04: Map Bank
0x00054A06: Map Level
0x00054A08: Map X-Co-ord
At least, that's what I have documented.

EDIT: Are you getting an "invalid property value" error, btw?

Ah, thank you!
And yes, that is the error I'm getting. Do you know how to fix it?
 

Darthatron

巨大なトロール。
1,152
Posts
18
Years
Ah, thank you!
And yes, that is the error I'm getting. Do you know how to fix it?

I know how to stop it from happening... But that's it. Uh, ok so... When reading the "Play facing" byte the program creates the error. This is because it is read from a level script, which is not there in the hacked engine. So the byte it reads is 0xFF, which is invalid for the combo box, which has to be between 0 and 3. Get it?

It's not difficult to fix, just comment out a few lines in the programs code. But in this case, it's easier to just use a hex editor to edit the ROM. It's only 3 bytes, after all.
 
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