Conversation Between Speedster and link12552
91 to 105 of 116
  1. link12552
    December 26th, 2011 6:04 PM
    link12552
    Um... there's something you should know.
    It's actually highly classified, so don't go around telling everyone. OK?

    Even when you re-point the table, you can only have like 12 different OW palettes used in a map at once. (I'm not sure if the number is 12, it's just for examples sake)
    When a map is loaded, it goes through all of the OWs on it and adds their pallets to the OW palette table, in RAM.
    As a result, there can only be 16 different, palettes for OWs, and some of them are used for things like the menu, and the text-box. Thus there are less than 16 available.
    For example you could have palette 0x55, (random number, but possible if you make the table large enough) and want to use it with an OW.
    The problem is that in order to actually use it, you have to overwrite another palette already in RAM (for example 0x03), thus effectively erasing that entire palette, and messing up any OW's that might have used it.

    The gist of this all is: when you expand the OW palette table you really aren't adding new palettes in RAM, just overwriting old ones.

    Now, I'm not saying it's a waste of time to expand the OW palette table, depending on what you need to do, it may be worth it,
    but it's a juggling act, because in reality, you can only use one or two of your new palettes at a time, before you start getting nasty artifacts of the 16 palette limit.

    If you're still interested, I'll talk you through expanding the palette table.
  2. Speedster
    December 26th, 2011 5:48 PM
    Speedster
    Well below your VM, I was talking to sonic1 about repointing the OW pallete table to add more palletes for the OWs in NSE. Well I repointed the table and added a code like XX XX XX 08 XX 11 00 00 which the first 3 bytes in front of the byte "08" are the pointer for the pallete. If I were to make a pointer in free space such as 0x800000, what would I need to place there to make the new pallete usable in NSE?
  3. link12552
    December 26th, 2011 5:43 PM
    link12552
    What, exactly, do you need help with?
  4. Speedster
    December 26th, 2011 5:34 PM
    Speedster
    Hey link. Do you think you could help me with a little bit of OW pallete work I'm doing while working with NSE?
  5. Speedster
    December 22nd, 2011 12:32 PM
    Speedster
    Thanks so much. It works great. I'll mention to Jambo to credit you. I also love the newest version of NSE. It's awesome. :D
  6. link12552
    December 22nd, 2011 9:44 AM
    link12552
    IT'S DONE!!!!!!!!!!!!!!!!!
    I had to make a small change to the NSE_Framework.
    NSE 2.X should tell you that an update is available (if not, grab it from my site)
    The plugin is included with the newest version (1.9b)
    Let me know if it works like it should. I tried to make it super simple to use. :)
    -If you have any questions just ask,
    and don't forget to mention me in this project you're working on.

    P.S. I recommend you make a backup before you do anything, just to be safe.
  7. Speedster
    December 21st, 2011 2:14 PM
    Speedster
    Thanks very much. And also I've been meaning to say, I love you avatar :P
  8. link12552
    December 21st, 2011 2:12 PM
    link12552
    Ok! I'll start working on it right away.
    I'll let you know when it's done.
  9. Speedster
    December 21st, 2011 2:06 PM
    Speedster
    No, the footprint table is not currently expanded or repointed. The only footprint that is used twice is Bulbasaur's/the first pokemon with the MissingNo./what comes before the first. An example is this: It is a footprint from a Pokemon in Unova.
  10. Speedster
    December 21st, 2011 1:56 PM
    Speedster
    Also they can be in whatever format is easiest for you. I can easily change it.
  11. Speedster
    December 21st, 2011 1:55 PM
    Speedster
    New info:
    When changed to 00: Pixel in Upper-Right corner disappears.
    When changed to FF: 8 Pixels appear in top row to the right.
    When Changed to 0F: 4 Pixels appear in top row to the right.
    When Changed to F0: 4 Pixels appear on the top row with 4 blank pixels on the right before the end.
    When Changed to 01: 1 Pixel appears in top row to the right.
    When Changed to 02: 1 Pixel appears in top row with 1 blank pixel on the right before the end.
  12. link12552
    December 21st, 2011 1:52 PM
    link12552
    Okay, so you want to import images that you already have, what format are they in? (bitmaps, png's, etc)
    I have it all figured out, supposedly. All I have to do now is test it and see if it works.
    Again this might take awhile because it's in a different codec to what NSE natively handles.

    Edit: Is the footprint table extended or re-pointed?
    I think some of the footprints are used more than once, so a few might have to be repointed

    Edit 2: I need to at-least see one of what your are trying to import. Example please :)
  13. Speedster
    December 21st, 2011 1:48 PM
    Speedster
    Ok I will. I'm inserting 4th and 5th generation pokemon footprints into Jambo's patch. I would rather not be want to have to edit the footprint manually but be able to import a 16x16 image of the footprint so I can get it done faster.
  14. link12552
    December 21st, 2011 1:46 PM
    link12552
    That's excellent!
    Try changing 0xD3058C to the following values and tell me what happens:
    0x00
    0xFF
    0x0F
    0xF0
    0x01
    0x02

    The result should be enough.
    Also a side note:
    NSE doesn't natively support 1bpp, so... I really hacking this together.
    Tell me what you are trying to accomplish with this plugin?
    Do you have certain needs or requirements? What do you want it to do that your current tool doesn't do?
  15. Speedster
    December 21st, 2011 1:45 PM
    Speedster
    Ok so I got new and better results now. At 0xD3058C the byets changed to 01. At 0xD30594 the bytes changed 80. This is when I added a pixel to the upper left and upper right.