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Showing Visitor Messages 1 to 15 of 43
  1. Buffel Saft
    February 8th, 2018 8:00 PM
    Buffel Saft
    Unfortunately not, custom banners are only available if you build and install a .cia file of the game. It's a bit of a hassle to do and isn't really worth it just for a banner in my opinion.
  2. Buffel Saft
    January 19th, 2018 3:02 PM
    Buffel Saft
    Only if you want eggs to hatch quickly, otherwise it doesn't add anything.
  3. Buffel Saft
    January 18th, 2018 3:28 PM
    Buffel Saft
    There are one or two small text changes, but they're not important so you can safely play it in Spanish. The edited title screen won't appear in non-English languages, but all the game play changes will work fine in any language.
  4. Buffel Saft
    January 17th, 2018 6:54 PM
    Buffel Saft
    Yeah, I'd recommend Rebalanced or Legal, depending on whether or not you like the Pokemon changes I've made. They have very similar difficulty levels, so which one you play is just up to personal preference.
  5. desvol
    January 5th, 2018 8:03 AM
    yes I allow, just go translate yourself
  6. desvol
  7. le_paragon
    November 26th, 2017 1:25 AM
    hi alpha! sorry, i forgot to show you an edit of your poipole sprite! but i'm not on my computer right now, so i'll try showing you tomorrow :)

    but no, sadly there aren't any tutorials for resizing. you just have to keep practicing and keep looking at official sprites to see how to outline things properly. i'll see if i can make a tutorial for you some time soon
  8. Buffel Saft
    November 25th, 2017 5:47 PM
    Buffel Saft
    If only that were possible :(. You can still hack your 3DS with a flash cart and a magnet on whichever firmware you have now, though.
  9. desvol
    November 18th, 2017 9:23 AM
    I also have some sprites experience, but now we need more ppl who know how to set script,this game have Z-move

    here is our rom hack Emerald 802=“Ultra Emerald” :
  10. le_paragon
    November 15th, 2017 10:58 AM
    once I get on my laptop again, i'll edit it a bit so you can see how it can be improved :)
  11. le_paragon
    November 15th, 2017 10:56 AM
    pretty good :) but you'd have to practice making smaller sprites. this pokemon is supposed to be kinda short, so i'd day practice with making the sizes more accurate

    the line art is pretty good actually :) but it could be a bit cleaner. notice how some of the lines look a bit bulky whrte they shouldnt be bulky (like the right side of his "ear") and the spike on his tail
  12. Sky0fBlades
    November 10th, 2017 11:11 AM
    Apologies for replying so late, combination of being busy and the fact that this site doesn't send email notifications about profile conversations.

    Anyway, it looks like your palette is not coming out correctly. the image layout seems fine though. To get this palette to come out right, you must insert your edited copy of its data into free space, and then update the pointer that links to that data.

    I will send you a .TXT file containing the palette I used in my hack (for the normal grass background). It also says in the text file what pointer to edit, in this case 0x31ABB8 (which has these bytes: "18 83 D7 08", which points to 0xD78318.

    EDIT: I also ran into the problem of not being able to change the needed black color, but IIRC I think I fixed it by making the colors in my background not use that particular palette index #. Instead, I made it share a color with another index so I didn't have to mess with it.
  13. le_paragon
    October 29th, 2017 9:54 AM
    I just keep spriting a lot so I eventually got good at it :) all spriters suck at the start. the good spriters are the ones that make a conscious effort to improve
  14. Sky0fBlades
    October 24th, 2017 6:29 PM
    Alright, so I looked back into the database I made for battle backgrounds and I see that the procedure I used to most easily import them involves using GBA Graphics Editor (which is sort of like unLZ) to import only the image (not the palette) into the ROM at a free space offset, and allowing it to auto-fix the image pointers. Then, I hex-edit the original palette used in the game to suit what I'm inserting, select/copy the edited data and back it up (like in a .txt file) and keep it in a folder with the corresponding image. I close the hex-editor without saving so the original data is left untouched, and then I paste the new data I made in free space (usually right after the image data). After that, I manually fix the pointers to the palette and it should work.

    If the image is showing up garbled/blank in some way, then the background you are using is probably not indexed or is not aligned properly with the corresponding .raw file in the graphics editor. For fixing alignment, I use Nameless Tilemap Editor, AKA "NTME". Since you were getting a black-screen, either this is the problem or I think it may be that the pointers to the data may be wrong in some way and the game can't even access it.
  15. Sky0fBlades
    October 23rd, 2017 6:30 AM
    Is it Emerald version that you are hacking? Also, which background is it? I may be able to search it out for you (or even provide offsets that I saved in documents).

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