View Full Version : [Tutorial] Jimmyjoejohnson's sprite inserting tutorial for dummies

Full Metal
December 29th, 2008, 10:10 AM

http://www.gifs.net/Animation11/Creatures_and_Cartoons/Pokemon/Pokeball_spins.gifThe file is located on this link (http://www.pokecommunity.com/attachment.php?attachmentid=45187&stc=1&d=1235513155)http://www.gifs.net/Animation11/Creatures_and_Cartoons/Pokemon/Pokeball_spins.gif
http://www.gifs.net/Animation11/Creatures_and_Cartoons/Pokemon/Pokeball_spins.gifSorry for need to download but I can't use UBB at all or CSShttp://www.gifs.net/Animation11/Creatures_and_Cartoons/Pokemon/Pokeball_spins.gif

December 31st, 2008, 8:18 AM
Sapphire(not sure if it's the same for Ruby)

439 - ???
459 - Bulbasaur
460 - Bulbasaur back, but shiny for some reason.
1231 - Deoxys

To find a pokemon, just go to Bulbasaur(or deoxys) and figure out the difference in number. Then double it. Then add it(or subtract it depending on wether its after or before) and you should have it. If not do a bit of pressing next/previous.

But the 'Enter key' thing is really pissing me off.

EDIT: For the shiny version, if you have a normal one, click next pal. For normal, if you have shiny, click previous pal.

EDIT 2: It's not working! It looks all messed up. I can discern some of the sprite but it's blurry and cut in half. :(

What did I do wrong? I followed all your instructons.

Spherical Ice
December 31st, 2008, 8:59 AM
Ugh. The backsprite has the pallete of the shiny colours, but ingame it will not, unless the Pokéon is a shiny. That way they don't need four sprites for a Pokémon. Just recolour your backspirte to have the shiny pallete and the frontsprite to have the normal one. The ROM will do the rest of the work. ;P Now, onto the tutorial. You need to do a bit more explaining, and not just short phrases. Try and give the thread a nice layout, not particularily CSS, but perhaps bigger tet for the title, and soe images. Of course, the visuals aren't vital, but people will usually view the thread and exit again becuase it doesn't look nice, even if it is good quality. Just some tips, JJJ (is it okay if I call you that?). Otherwise, quite a nice tut you got thar. :P

Full Metal
December 31st, 2008, 9:43 AM
Thank you i will try to make it flashy.
Could you point me to some css?

January 1st, 2009, 9:36 AM
When i select the picture it says "IMAGE IS NOT INDEXED"

Full Metal
January 1st, 2009, 12:39 PM
ok well you can....
a.)Open the picture again in irfanview go to image==>decrease color depth
16 colors
then click save as
choose a NEW location to save the file
save as a .gif compuserve
load the NEW picture in unlz
write to rom
check pallette and image

hello there
January 14th, 2009, 8:07 AM
this tutorial do seem good but still confuses me...i think it should have pictures along with the instructions so we can follow it step by step and see what needs to be done... sorry if im asking for too much...

Full Metal
January 14th, 2009, 7:13 PM
I would post pics if I hadn't lost my camstudio and if you will look here (http://www.pokecommunity.com/showthread.php?t=166116) you will see that i can't get camstudio on the computer I'm allowed to use for these purposes ( I would use flash drive but it's not fitting (the installer file) on the flash drive)

hello there
January 15th, 2009, 8:20 AM
you could always screen cap it...

Full Metal
January 15th, 2009, 5:11 PM
how does one do this? .message needs to be longer and i have nothing else to say/ask

hello there
January 15th, 2009, 8:33 PM
well my friend all you have to do is hold the "Ctrl" button and look for the "Print Scrn" button which should be on the top of the keyboard beside the "F12" button... after that all you have to do is open up "paint", then just "paste"... it should already be copied, then you just cut out the unecessary parts, as it copy the whole screen... and thank you...

The Abyss
January 15th, 2009, 9:01 PM
You don't need to hold Ctrl.

Full Metal
January 16th, 2009, 6:44 PM
kooliosis i will work on something a lil more graphical in spare time!

Conan Edogawa
February 7th, 2009, 8:20 AM
What do I do if the compressed size is to big? It says " Compressed size is: 508. Which is to big. Aborting." What do I do?

February 7th, 2009, 10:08 AM
It imprts great, but when I view it it is all scrambled aroud. I know that normally you can puch the + and - buttons to change it but it doesn't work. And in game its all screwy and has some parts from some other image in there too.


Full Metal
February 8th, 2009, 3:00 PM
Did you by any chance mess with the + and - buttons before you imported it?

February 14th, 2009, 10:56 AM
I need help with the commpresion size too. how do you change it?

Full Metal
February 15th, 2009, 1:53 PM
as far as compression sizes go...
when it gives you the error "Compressed size is XXXX. Aborting!" or something similar, 1)remember the string of hex it gave you
2) Open up ms calculator
3) Switch to "Scientific View"
3.A)Switch to "Hex mode"
4)type in the string of hex i told you to remember (writing it down works just as good if you really wanna)
5)without doing anything else switch to "decimal mode"
6)copy the new string of numbers in calculator(edit -> copy)
7)Open your rom with fsf
8) in the "needed bytes" section, replace 64 with the string of NUMBERS that ms calc gave you after switching from hex to decimal mode in step 5
9)click "search"
10)Copy the offset FSF gave you (man your clipboard is useful)
11)Goto your sprite in UNLZ.GBA
12)Import your sprite again
13)When you go to write the new sprite to your rom, check the box "automatically fix pointers" and paste your offset (from FSF) into the "image location" box. Then go to the beggining and add two 0's. (before= XXXXXX; After = 00XXXXXX) that isn't entirely nescasary i think, but i do it anyways, I'm not real sure
14)Click "ok", you should see a pop up saying "ptr XXXXXXX changed" or something like that , click "ok"
15)your done

*please note*You can not change the compression size as far as my knowledge extends

February 15th, 2009, 7:20 PM
7)Open your rom with fsf
Sorry for newbish question, but what's fsf? I've done everything else on here. (This section with the hexes just adds on more to do to replace a single sprite...)

hello there
February 15th, 2009, 7:35 PM
fsf is free space finder im guessing... but blob, are you still going to put up a picture tut?

February 15th, 2009, 7:56 PM
fsf is free space finder im guessing... but blob, are you still going to put up a picture tut?
Ah, ok. That's built into advance map. Ok, problem solved.

Full Metal
February 20th, 2009, 3:06 PM
yes, as a matter of fact, today i got a usb adapter for my hacking computer ^^ this should speed things along alot quicker

February 21st, 2009, 7:36 AM
I did what you said to do about the compression size, and the sprites are in but the colors are messed up. is there anyway to fix that?

Full Metal
February 21st, 2009, 9:53 AM
1)Copy the pallette offset
2)open up A.P.E and your rom(Advanced Palette Editor by hackmew)
3)select "load from offset"
4)paste your offset in the text box
5)If it looks like the colors that you see...
5.a)edit them by pieces of the Pokemon you see (if the bulb on bulbasaur is purple change the purple that you see to be green)
5.b)If it doesn't then check the box of "compressed palette and do step 5.a
6)I'm not going to do a pallete editing tutorial, so look around if you don't know how to use A.P.E

February 21st, 2009, 10:59 AM
Sometimes the transparent color still shows up in the game. is there a way to fix that?
this should be my last question O.K.

Full Metal
February 21st, 2009, 6:54 PM
resave your picture in irfanview and try using a *gif format, it tends to do better with transparency just remember to choose the right color

May 27th, 2010, 9:10 AM
When I write it to rom (With new OFFSET) it doesn't seem to save it to rom, once I
go off it it changes back to the original picture. Can/how do you fix that?

May 27th, 2010, 10:07 AM
Is there anything similar for pokemon R/B/Y?

Full Metal
May 27th, 2010, 12:48 PM

May 27th, 2010, 1:11 PM

perhaps you have mistaken me for one of those who can only use tools but I'm not that way, I know how to use hex editor and I know that you need to know ASM to insert compressed images in RBY. that's why I have asked if there is a code for automating the process of image compression in RBY..

Do you know a way (other than ASM) to put a chikorita sprite in pokemon blue version?

P.S.: all I know, or think to know, is that the compression algorithm should be similar to LZ77