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PokéMew1
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  • Kinda, pretty much. I used a soundfont midi thing called Virtual Midi Synth, and anvil studio to edit an existing midi of the Tales of Phantasia version of fighting of the spirit. That's pretty much it.
    there is a small tileset and tilemap you can find near ~300~ in unlzGba. You can check in the emulator the order of how the images in the scene are loaded, and the background is the first one. So you can do it in at least 2 different ways: changing how the tilesets are loaded or making a crappy huge tileset that overlaps all the tiles and put yours at the end. I'll send you a pm with an example
    2 ways:
    1. Edit the arrays inside the source code. (if you know C)
    2. Compile it first, and then search for the string you want and replace/repoint it. (if you don't know C)
    Hi there PokeMew!


    It does only when there is no space for more palette pointers in the palette table. It does repoint the table in the vanilla roms, but it doesn't in JPAN (since there is no room for more Palette Pointers in the Palette Table in the vanilla roms).


    Yes, it repointed your palette table to an offset that has space for up to 256 palette pointers (also added 0x00 in that space so other tools dont treat it like free space and overwrite anything). 18 are the palette pointers (and subsequently the palettes' number) that are already occupied and 256 are the extra ones that you can use/insert.

    To manually use them, just do what you would do if you wanted to add a palette. Add your pointer to the end of the table, write the palette table end bytes and then insert your palette data to your pointers offset.


    I see what you mean, it sure is a misleading name. I mean a slot in the palette table. That means that a slot is occupied if there is a palette pointer in that position and unoccupied if there's not (0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00).

    Hope it helps, feel free to ask if you have any question :)
    For your Hack I mean..I saw in the recruitement and team thread you wanted a sprite so here I am!
    where can I get bw or bw2 midi(music in all region)or how can I rip it.and where to get mid2agb please dont give hackrom tools altervista.
    I'm afraid I won't be able to help you. Battle and graphic related things aren't my domain. Though, you want to change them before or in battle? Also you want to insert a new background or use an already existing one in a different place depending on a condition? If so, then that shouldn't be that hard.
    so you need to make it display without using show poke pic. We're trying to dev some code to make it display 80x80 sprites :D
    Lets go at it one step at a time. First step, you should try to display the OAM alone, through a person script, similar to the show poke-pic. It should be just 64x64. We'll work towards displaying the cut-off parts after that.
    You have to use swi 0x11 in your ASM routine. I'd recommend doing something like this in C instead.
    Hmm, this might be a little beyond your current abilities, no offense. Well, in FireRed, there's a function which is used that can spawn an OAM if you provide it with something called an object template. The function is called template_instanciate_forward_search in IDA.

    The object template struct has a member called, "resource" which is basically formatted like this:
    pointer graphics (4 bytes)
    image size (2 bytes)
    image tag (2 bytes)


    What you want to do is first uncompress the 80x80 sprite into EWRAM, then while in EWRAM calculate the starting position of the tile for the first window, then second then third then fourth. These are tiled images, so the image should be in 8x8 tiles in memory. Once you do that it's simply:

    template_instanciate_forward_search(template_1, x, y, 0);
    template_instanciate_forward_search(template_2, x + 64, y, 0);
    template_instanciate_forward_search(template_3, x, y + 64, 0);
    template_instanciate_forward_search(template_4, x + 64, y + 64, 0);

    The function here will work out assigning a tiletag and copying your image from EWRAM to VRAM.
    It would be a good idea to "bind" the objects using an objcallback, but save that for later. First try getting what I described above to work
    Well since the rest of the range isn't being used, you might as well just keep it in all 127 slots.
    I
    It's been roughly that amount lol! Thanks c:
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