Visitor Messages

1 to 15 of 42
  1. Kyca
    June 17th, 2019 12:54 PM
    Hey, is it still possible to get an invite for the clandestine discord? Just wondering as the link on the original post seems to be down
    July 2nd, 2017 1:38 AM
  3. BluRose
    May 27th, 2017 10:45 AM
    rip mannn
    gl in the future~
  4. BluRose
    May 23rd, 2017 7:12 PM
    oh muk dude you got phonicboom
    you're going places
  5. BluRose
    October 6th, 2016 9:28 AM
    congrats m8! told u u could do it :^)
  6. BluRose
    September 29th, 2016 2:08 PM
    i'm literally so confused right now
    all of this is off of memory, so if it's wrong then i can't even
    ok, in unlz.gba, go to address xEA1D68 - this is the first tileset address, don't know number but am betting on 1990. replace everything there for a moment with the indexed version of what was given to you
    i also realized now that there should be no reason to have to replace a .raw file;
    address xEA1B68 is where the palettes are. x200 bytes consisting of 10 palettes with 32 bytes in each (0x20)--each color is 2 bytes which consist of bits.
    color stuff
    00000000 00000000
    5-bit rgb system, highest value 7F FF or
    01111111 11111111
    note little endian (so the color is stored as FF 7F in the ROM). the very first 0 defines an alpha channel which is almost never used
    5 bits reserved for each color, resulting in an rgb system with each getting a value of 0-31
    this is why u have to round to 8
  7. BluRose
    September 28th, 2016 7:35 PM
    now that it's converted, load it up in advancemap with the block editor (advancemap can load bmp's)
  8. BluRose
    September 28th, 2016 7:09 PM
    just red, green, and blue values

    so sorry for taking so long on this :s
  9. BluRose
    September 28th, 2016 6:52 PM
    ye! the input (not the corrupt output lol)
  10. BluRose
    September 28th, 2016 6:46 PM
    i've been in bed for like 1.5 hours
    try inserting the palette 0 image i gave you really quickly, i guess. use irfanview to index (decrease to 16 colors) and then round each color to a multiple of 8 and then export the palette as a file. convert said palette file to an advancemap palette file using some tool, and then load up advancemap. load up the image, load up the palette, write palette to rom, save tiles, bam.
  11. BluRose
    September 28th, 2016 5:16 PM
    it's really not that hard, i'm more surpirsed at why i haven't done it that way myself in the past tbh
  12. BluRose
    September 28th, 2016 4:45 PM
    step 1.) replace in unlz.gba after making the raw file different?
    step 2.) replace palettes coming 200 bytes before it

    step 3.) replace .raw file to assign correct palettes
  13. BluRose
    September 28th, 2016 4:31 PM
    um no this has quite literally never happened
    it seems like an image thing? i mean i can just do this manually lol
  14. BluRose
    September 28th, 2016 2:29 PM

    ok so this is what happens after i put in everything that has to deal with the first palette. i got most of the color stuff solved, but this is just not doing it right...
    input image:

    EDIT: i need to insert each palette individually into the ROM, which is why i'm not just solely doing the full thing at once
  15. BluRose
    September 28th, 2016 2:02 PM
    i'm so confused right now
    so basically i have my image and the palette files all good
    but nothing seems to be working? like i put it into advancemap and it messes up just about everything colorwise
    this generally doesn't happen?

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  • About buttjuice
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    used to go by buttjuice/bootiusjucious
    making a fan game using PSDK called Pokémon Umbra
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