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  • Try ff ff 16 11 ff 11 00 02 20 00 20 00 3A 01 00 00 f0 36 3a 08 58 27 3a 08 68 33 3a 08.
    Should look like ff ff 16 11 ff 11 00 02 20 00 20 00 25 01 00 00 f0 36 3a 08 58 27 3a 08 68 33 3a 08.

    You use 25 because 16 + F = 25!
    You use the 01 Because pikachu is animated
    No, not annoying at all.
    It's just that I take Spanish in school, and I thought I could communicate better.

    Also: Did it work?
    1. Open up NSE and you rom
    2. Change the palette index to one of you available palettes (less than 0x30)
    LOOK AT THE PAL REGISTER and LOOK AT THE "PALETTE 0x"
    3. Click View->Hex Editor
    4. In the box right of go Select "Sprite Offset"
    5. Select "Sprite Offset" again to highlight the data.
    6. Look for the current "Pal Register" (should start with the 13th number)
    7. Change the first byte to 0xF plus your palette index
    8. Change the next byte to "01"
    9. Press save.

    If you need MORE help let me know.

    What is your native language?
    Forgot to mention:
    I don't know what's going to happen if you do this with palettes greater than 0x30...
    It could still work, or it could fail...
    You should know, this is a quite untested solution; lol!

    EDIT:

    P.S. Adjust the Pal Registers AFTER you switch the palette index.
    Yeah, I'll explain this in detail:
    In NSE you know how in advance mode you have the "Pal Registers"?
    This has to be changed to reflect the palette change.
    NSE does it for you on all of the default palettes, but for custom palettes NSE is unable to evaluate the proper bytes (I just never coded it... :knockedou)

    Here's how to do it yourself:
    The important part of the pal register is the first two bytes (the the first 4 letters/numbers).

    First Byte:

    For regular sized sprites (between the 16x16 and 56 x 56 pixels sizes, I think) it's the palette index + 0xF;

    For larger sprites (Like the boats in Firered) it's the palette index + 0x6;

    For small sprites (Like the pokeball) it's the palette index + 0x3F;

    Second Byte:

    The second byte is usually (not in the case of some):
    0x1 for animated sprites and 0x0 for non-animated sprites.

    So for a person sprite that uses palette 0x22 the Pal Registers would be 31010000

    Note: You can change the Pal Register in NSE's Hex-Editor (View->Hex Select "Sprite-Offset" from the drop down)

    Hope this works. If you need anymore help ask me.

    P.S. don't forget to credit me for dis :P
    I will try to but once school starts i might now be able to do to much. but i will do my best.
    it's still pretty basic though, I haven't got the applymovements down yet.
    inserting the titlescreen, my paint is screwy now. Can't make any pixel art anymore...
    you know how to insert 256 coloured titlescreens, right?
    hacking, I have the know-hows on scripting now, so Darkblack is back.MJ style (minus the early death)
    I am back.
    Micheal Jackson Style.
    Are you okay, bro? I read the thread at the legacy, which I re-rejoined.
    You should read the post. The one I posted.
    hey i was talking to drfuji so you aint leaving no more thats awsome so i LoA back on :)
    Those are fun.
    Thats good so now you can drive.
    and that is really good sounds like your pretty smart.
    and its alright if your not sure cuz im still not 100% sure.
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