• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
S
Reaction score
0

Profile posts Latest activity Postings About

  • Yeah it was more than a few minutes... minutes, hours, day it's all the same.
    Anyways I had to make lunch, and now I have to eat lunch.
    Okay the "Color Match" plugin is done!
    Get it here.
    Extract the dll into the same folder as NSE 2.X
    I'll have to make a page soon for all of the plug-ins I'm making.

    Edit: I should probably mention a couple of things.
    - It only works with 16 color palettes
    - The colors must be exactly the same for a match
    PLUGINS TO THE RESCUE!
    Just give me a few minutes... for real this time too,
    I already know how to do this. ;)
    The pallets of the two images are not the same.
    Look at pictures 1 and 3 and look at the Palettes, they're different.
    Thus, NSE is reading the byte code.
    ex: Color 3 of the front OW is blue, but color 3 is blue in the back OW.

    You need to change the image so it uses the same palette as the first OW.
    I'm glad you got it to work :)
    Re-pointing things can be a pain.

    Here's a heads up though: make sure you back up your ROM more frequently now!
    There are a few problems with NSE [classic] you should also know about.
    1) it won't check your offsets while finding free space. So make sure that anything that it re-points or adds is at an offset the ends with a multiple of 4 (0, 4, 8 or C)
    If it doesn't, your OW will be messed up.
    2) it doesn't take into account how the palettes are loaded in RAM. I'm still researching this, but I seem to have figured it out.


    I'm working on a better OW editor that runs as a plug-in from within NSE 2.X.
    Here's another secret: NSE [classic] is coded like crap, but miraculously works quite well.
    I tried to completely overhaul it a couple years ago, and it worked to some extent.
    NSE [classic] is an awesome tool, don't get me wrong, but it just feels like a 13 year old programmed it, I did, and was like 13 at the time.

    In other words, NSE 2.X is where it's at! (or at least where it's gonna be)

    Oh, and thank you for complementing my avatar.
    I made it in Photoshop when I first joined PC, and haven't changed it since.

    I was looking at your deviantart and I must say, I'm impressed by how awesome your maps are looking, good job.
    Ok. Here's what you have to do to expand the OW palette table.

    The original table is at the offset 0x3A5158
    The tables format is pointer, number, 11 00 00 (pp pp pp 08 nn 11 00 00)
    The table ends with the line of 8 0x00

    To repoint the table first find a bunch of free space, making sure that the offset ends with a multiple of 4 (0, 4, 8 or C) (ex 0x810000)
    Next find all the instances of 58 51 3A 08 and replace them with whatever your new offset was but reversed and 08 (ex 00 00 81 08 )

    Next copy the table that was at 0x3A5158, over to your new offset.
    Make sure that your overwriting empty data, and not accidentally expanding the ROM.

    Now you can start adding new palettes.

    You add a new item to the table, by first finding 32 bytes of empty space, this is where the color data will be stored, ex(0x820000), and choosing what number this palette will be (ex 55)
    Notice: I recommend filling this free-space with 0's so that it appears filled.
    Then using the format: pointer, number, 11 00 00 (pp pp pp 08 nn 11 00 00)
    add the new item to the end of the table. Pinter being the offset of the found 32 bytes
    ex (00 00 82 08 55 11 00 00)

    Do this for a total of up to 256 palettes.

    Remember to add 8 00 at the end of the table to tell the game that it's done.


    Now all you have to do is tell NSE that you moved the table.
    You do this by creating a settings.ini file in the same directory as NSE.


    Format:

    Inherits: "Origonal Game header, without quotes"
    Palette table = "The start of the sprite palette table, without quotes"
    Sprite table = "The stored sprite table pointing to all of the index offsets, without quotes"


    ex


    Inherits: BPRE
    Palette table = &H810000
    lol, its fine, i sent mine XD. i cant call, i got ipod touch v3......and ok,dude im so bored no one is texting me lmao XD
    hey text me then, but i love mw3, i think survival is WAY!!!! better then zombies. ill pm you my txting number on both text+ and text free
    I'm sorry it's discouraging, but the GBA only supported 16 OW palettes.
    Most hackers never realize this due to their grand ambitions (all of the pkMn as ow's OMG!!), even though the truth is there staring them in the face.
    ex: In VBA when you view the palettes, there are only 16 rows in the OW table, and thus, sadly only 16 palettes.

    Now, if you did try to load more palette's into the RAM you'd get some really mixed up colors.

    In order to load an OW with palette 0x55, you'd have to overwrite palette 0x03 (for example)
    Then, the OW's using 0x55 would look fine, but all of the OW's that had been happily using palette 0x03, would be drawn using 0x55, and look like garbage.

    In order to do this right, you have two options:
    1) make sure that you never have more than a handful of different colored OW's on a map.
    2) just make due with the crap color

    Option 1, is of course the better on the two, but requires some serious planning.
    ex: on this map if I use OW a, that uses color x, then I can't use OW b that uses color y

    So... do you still want to expand the table?
    I really want to play Skyrim right now, so I'll have to go soon. (I know, I'm addicted, I need help lol)

    Edit:
    I see your talking to DrFuji, and a lot of others about the same thing...
    You can have quite a lot of palettes (off the top of my head I think you can have 256 with JPAN's engine), but the difficult part is having them displayed on-screen together, since there is a pretty sever limitation on that.

    If you look at VBA's palette viewer, you can see that the VBA can only display 32 palettes, 16 for the background (tiles, msgboxes etc.) and 16 for the OWs. The game only uses 9 slots for OWs, while the rest are for other things such as the grass animation. If each OW was to have their own individual palette then those 9 or so slots would be filled quite quickly and OWs that shared the same palette slot (not pallete) wouldn't be able to appear at the same time as one another, otherwise one would have the other's palette and be miscoloured. In essence, if you're trying to have every OW have an individual palette then it could cause an awful lot of headaches if you don't plan ahead and ensure that you allocate palette slots correctly.
    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.
  • Loading…
  • Loading…
  • Loading…
Back
Top