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Cello's guide to everything tile insertion/placement (HUGE Guide, Tips, FAQ)
[ cello's guide ] to everything tile insertion, tile/set placement, and much more! [index] 1.) introduction 2.) tools you will need 3.) basics/need to know 4.) Preparing a tile 5.) pallette editing/saving 6.) Advanced map block editor 7.) Did you know?... 8.) FAQ/Fixes 9.) Credits [introduction] Hello, I'm Cello, and I'm a stringed instrument apparently. Today I will be bringing you an advanced guide to tile insertion. I know what you're thinking, "isn't there enough of these guides already?" Even though this guide says advanced, it will be covering things from your first time inserting a tile, until you become a expert yourself. It is beginner friendly! [tools you will need] Alright, so starting us off I will list you (in order of tile creation and not including the rom) what kind of tools you will need to put your pretty pixel pictures in your pokemon game. ;o Spoiler:
2.) You will need a palette editing tool:
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3.) You will need a map editing/tile insertion tool. Spoiler:
4.) If you need a extra hand, this isn't a hospital and I'm no surgeon... but here are some extra tools that can help? : Spoiler:
[basics / need to know] Before we start, we need to know the basics for anything to do with everything I'm about to cover. For tile insertion or anything I'm about to teach you, a prerequisite is computer experience or else a lot of what I say will make no sense. So in this section I will cover the info on tiles, common file types, and terms.
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Basics on inserting tiles:
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[preparing a tile] Now that we know the basics and have all of our tools, what say we finally get cracking on our tile work? In this section I will be covering how to prepare a image to be cut up into tiles. First of all, I would like to suggest something: Organize out your files. Spoiler:
This way, everything is nice and tidy within the folders and easy to locate. Moving along, we will now prepare a image to be imported and cut up into tiles. FIRST Step - Open your program / Set your canvas. You'll want to open up the program you're using to pixel. I'm going to use paint since it's less complex and easier to take a small sized photo with. Start a new file of any size, you'll probably re size it later anyways. If you have a tile already made or prepared, good! Open it up, you may not even need the next step. This is very crucial; Set your transparent color before anything. From experience, a palette chooses your transparent color based on the first color to actually be set in the image. Choose a color you know your tiles wont have in them. This color will be removed when placed on any game map. Spoiler:
THIRD Step - Set your tiles, touch them up! Alright, we have our transparent background color. Now lets place our tile(s) overtop our transparent color! After the tile(s) are set, be sure to go to File -> Save As and the save your image in a memorable spot. I chose to save it as a .PNG for best quality results. Spoiler:
Alright, preparation was easy, yeah? Next comes grabbing your image's palette information. [palette editing/saving] This part can be either very easy, or very annoying. I'll be demonstrating how to index and save palettes in this section, in both photoshop and Gale. Basically it's teaching you how to use a program to find every color in the image you just made, and throw it together in one file. Fire up your program and load your image. Alright, so I'm assuming we have our tile's image loaded into our palette editing program. In the images in the spoiler below is how to locate what you need in order to save your tile's palette. Spoiler:
When prompted, click "OK." But before clicking ok, make sure your tiles palette is 16 colors or UNDER. You wont be able to use your tile if it's over. If you're under 16 colors, don't worry, I'll tell you what to do later to resolve this in the FAQ section. If you're over 16 colors, i'll cover it in another step below. Here's an example of what to look for: Spoiler:
Now that we have your image indexed, we can now go see the palette. Click on image -> mode -> and then color table now. Demonstration: Spoiler:
You'll now end up with a palette showing all the colors in your image. You will need to save your palette from here, so click save, like this! (Save it in a place you'll remember, as either a .PAL or a .ACT): Spoiler:
GALE - Locating the palette editor. (DO NOT SAVE PALETTES IN GALE, REASON BELOW.) The palette editor is automatically up the second you start gale. If not, it's a easy fix by clicking View -> Palette. Spoiler:
Have more than 16 colors? - Use IfranView. You will be worshiping this program before you know it.If you have a tile with a palette of more than 16 colors, simply open it up in ifranview first. This will only take a few clicks. Click Image -> Decrease Color Depth. Picture: Spoiler:
You will now be prompted to fill some stuff out. Just click 16 Colors, and hit OK. Picture: Spoiler:
And there you have it, it's like nothing even happened! Make sure you save it. You may notices a few dotty pixel changes across your image. Just grab a color and color over it. Just make sure you dont go over 16 colors again! Now go back into your palette program and save your palette and you're all set to go! Now that we have our tiles finalized, and we have out palettes in a file, it's time to get our hands really dirty in Advanced Map! [Advanced Map Block Editor] Here we go, ladies and gents! Open up Advanced map. This is where you will taking the tile image(s) you just prepared and put them into your rom. You will also be using your palette you just made to color that image. It wont know what colors your image is without the palette file. Step one - Getting set up!What I'm about to teach you is the easiest way known to insert tiles. Also, I have to give credit for other tile insertion guides because this isn't the first guide to demonstrate tile insertion this way. This is a program with a lot to it, so I'll walk you through it. First you'll want to load you're rom, of course. Choose your map that you'll be working from. If you want to start a new map, go ahead, but it would be wise to overwrite another map to save space in your rom. Step two - Block editor overview, locating the palette box, inserting palettes.Once you do all of this, it's time to go into the block editor, which is where you will do all of your tile insertion/editing work. It's the purple jigsaw puzzle piece along the top. Or just check this image: Spoiler:
Ok, so we're in the block editor now. From the left over is your tileset which holds all of your finished and inserted tiles. Next down the line is up/down, palettes, tile bank/.DIB viewer, and the behavior data. Spoiler:
As you can see, you have 13 palettes spread between the two tilesets that you can use to color inserted tiles. You cannot overwrite a palette that is being used by another tile, or else that tile's color will change. So now we want to get cracking on inserting the palette which just saved. Select one of the palettes 0-12 out of the box, whichever one isn't being used. Once you have found one, along the top, click palette -> load current palette from file. Spoiler:
Now locate your .PAL or .ACT file you saved of your tile you're about to insert and open it up. That palette will now be replaced with yours. Click palette again and select "Write Palette changes to rom." This is how you save most any change in the block editor. Step three - .DIB Files, saving it. Ok, so now that we've successfully loaded our palette and saved it, it's time to save our tileset into a .DIB file, which is basically a bitmap with your whole tileset in it. Step four - Inserting your new tile(s) into your .DIB file.Make sure, before you save it, that you have the palette of the tiles you are about to insert set, or else the colors will end up all funky. To save your tileset, along the top in the block editor, click picture -> Save tileset 1 or Save tileset 2. Spoiler:
The two options do exactly as they sound. Save tileset 1 saves the first tileset in your map as a .DIB file, and Tileset 2 saves your second tileset. For this part you will need your pixelling program. Open up your .DIB file. I opened mine up in Gale so I could use the grid to better place my tiles. Spoiler:
To set up the grid, just do as shown in the images below: Spoiler:
Now that your grid is set, cut and paste your new tiles from another file and paste them into you're tileset's .DIB file you have open. Spoiler:
Place it evenly across the grid so they aren't uneven when you place them in the map. If you want to paste it over an old tile that you wont use, go ahead. Just whatever you do DON'T edit over a tile you're using or else it will be gone. If tile glitching occurs, there is a fix in the FAQ section of this guide. Once you're all finished, save your .DIB file. Step five - Loading your newly saved .DIB file and new tiles. Go back into A-Maps block editor. Along the top, click Picture -> Load Tileset 1 or Tileset 2. Make sure you're set to the correct palette. Step six - Inserting your new tiles into the actual tileset.Spoiler:
When you load it, you will now notice that your new tile/tiles are in the right box. Spoiler:
Along the top, click Palettes -> Write Palette Changes to ROM. This is the final step to it all. You can now see your tile, but it is not yet inserted and ready to use. When you click on your new tile, you can see where it grabs a little 8x8 slice of it. This allows you to better adjust your tiles. Spoiler:
You can see up/down is displayed as like a layer type deal. On down you can set the grass like I did, and on up you can set anything that will over over top of it. In my case, I put the rock over top of it. You will be switching between palettes a lot to do this. When you're done with a tile, click the "Save" button a little to the right so that it saves your tile. Keep repeating until you're done inserting you're new tiles. Spoiler:
Once again, click Palette -> Write Palette Changes to Rom. Exit the block editor and check your map and it's tileset. You will now see your new tile(s) in full bloom in the right tileset manager. Spoiler:
This means you can now select those tiles and set them in the map. Save all progress. Now, when you play on that map, everything inserted will appear. CLOSING NOTES:
[Did you know?...] ....That you can edit a color in a palette on the spot? It's true! Why would I lie to you?! Just simply click the color and mess around with it on the scale. You can even drag and paste a color over another! Spoiler:
....That you can instantly change a tiles colors by pasting it into a indexed image? I swear it! Open your image that you saved after you indexed it and paste another tile into. It changes colors so it matches that palette! That way you can easily insert more tiles without having to insert a new palette. This will save you room for more tiles and palettes. LOOK!: Spoiler:
....That you can drag copy and paste a lot of tiles in A-Map at once? Quit calling me a liar, it hurts. ]: Spoiler:
[FAQ/Fixes] Q: My tiles have crazy colored objects over them after I inserted new tiles, how do I fix this? [Credits/Contact]
Have a question? Want to talk? PM me or send me a visitor message, I'll be more than happy to talk. Also, feel free to suggest anything to be added to this guide. I'll give credit. |
Even though I can insert tiles, this tutorial explains everything that is needed to know how to insert a tile.
Nice tutorial, really really! |
Yay, it was published. :D
Thanks whoever did it. Quote:
I plan on maybe updating this more with block editor behavior data stuff sometime soon, and maybe a few other things. |
This is great! It is clear, and will help anyone who hasn't tile inserted. I like how you put all the basic terms and things before the tut, helps understanding it better. I'll recommend this to anyone who asks me how to tile insert, I think. Considering that you are so new to Tile Inserting... This proves that anyone can Tile Insert.
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Holy omg. This tutorial is so organized, very noob-friendly and funny, at the same time. Great job Cello!
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I like the way you wrote this in a casual, friendly manner. It makes the tutorial so much easier to read and comprehend. The material itself is very well explained as well, and I like how you went through and explained how to fix all those little things that could go wrong. You've probably saved your thread dozens of questions from newbies asking about error messages^^
Good tutorial overall. I wish I had this when I was getting started :D Oh, one thing I didn't like was that you recommended that people get "AdvanceMap v1.91". Luckily, there is a newer, better version out (v1.92). Your link leads to the thread where both of them are posted but I think you should change the recommended tool to v1.92 so people don't go downloading the outdated version, thinking it's better for some reason. |
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Fixed! It makes me very happy to know that people are finding my guide helpful and easy to use, though. Thank you all for the feedback. Anything else that's wrong or you think I need to improve, please let me know. :) Also, anyone with questions do not fret to PM me or leave me a visitor message. I check PC often since I have easy portable access and respond quickly. Even if you just want to drop by and say "hey." :P |
Finally, a good, deep, tile inserting tutorial.
You are deserving of some appreciation, good job. |
I have a question about gale's palette saving. When i uploaded my palette into Advance Map, it gave me the "multiple colors" error, but when i went to correct it, i discovered to my horror that the colors were completely wrong and sometimes seemed to be entirely random. I think its a problem with Gale, because when i tried to import the palette to Photoshop to see if i could fix it from there, it gave me another error. When i load the palette in Gale, however, it works perfectly. Have you encountered this error before, or do you know how to fix it?
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I did it, I've learned how to insert tiles, thanks for the organized tutorial.
You deserve a round of applause! |
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Nice tutorial! Other tutorials are good too but this explains a lot. Can I just paste the tile without 16 colors to the 16 colors instead of coloring it? |
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There are two things that come to my mind that could be the problem: 1.) Gale doesn't index images and that could be the problem. In some cases it will grab exact colors, and other cases it wont. When you save a palette in gale with a un-indexed image it gets a lot of other unneeded colors. Or it could be a palette file that only Gale can read. 2.) .PAL files are a bit messed. I've had troubles with .PAL files before. I'm going to look deeper into this for you and edit my post/PM you with the results. EDIT: Ok, I've narrowed it down and it is because Gale doesn't index images. If your tile set has over 16 colors, it will load with a palette like this, which is way too many colors: Spoiler:
So you'll need ifranview. 1.) Open your tile(s) in ifranview. 2.) Go to Image -> Decrease Color Depth 3.) Select 16 colors and hit OK. 4.) Save Now when you reload your tiles in Gale, you'll end up with a much for specific palette, like this: Spoiler:
Now save the palette and try it again in A-Map. It worked fine for me when I just tested it. :) Sorry that gale is turning out complex with palettes. For your multiple entries error, the fix is in the FAQ. :) EDIT2: WOW, I checked the palette after I loaded it and every color is darker. For now I recommend not using Gale for palettes. I didn't realize this palette files it saved would do this. ______________________________________________________________________________________________________________________ Quote:
-You have to be really careful because sometimes it will give the tile you just pasted bad colors. -If it's over 16 colors, it will usually not come out the way you want since it has so many colors. You can try it though. You should try this if the image your pasting the tile to has similar tiles, like a cliff into a rock tileset. I hope I understood your question correctly. >_< Anymore questions, please let me know. :) |
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The color will change automatically to match the palette. Hopefully you were going for that, but if not you can just un-index the image and then paste the tile in there. Or if you saved a version of the image un-indexed already. Here, I'll even post a picture doing so. Spoiler:
EDIT: MAJOR FIX. Gale's .PAL files it saves seem to be bugged and I didn't realize it until just now. When you load a palette file that you saved in gale the colors end up darkened. I will continue seeing if there's a way to fix this, but for now I would like to recommend; do NOT using Gale for palette saving. Only editing. |
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Do you have to have palette editing tool?
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Dunno if it's been mentioned already, but on your description of Paint, you made a mistake:
Paint DOES have a grid. If you zoom in, and then go to View >> Zoom >> Show Grid/zoom in and do the Ctrl+G shortcut, it creates a grid. |
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If there's anything about palette editing that you don't understand, please feel free to leave me a visitor message or private message. I'll be more than happy to help you further. Quote:
It's still usefull, especially for tile making and sprite editing. :D I'll update the description informing that it does have a type of grid, though. Thanks for sharing. |
Yeah, t'is a shame...
Oh, and if you have a Mac, then it isn't screwed up if Paint isn't there. =D |
This should help me.
T_T and my translation of a Whack a Hack Tut got declined |
hey, i decrease the color depth on ifranview, but when i try view the number of colors in the palette on photoshop, it says i have 19 colors
p.s. does the palette have to be forced in black and white? |
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Ifranview will occasionally stop itself from reducing a picture to 16 colors or below to prevent the image from becoming horrible quality. This is a easy fix, but it requires that you do all the work. Just simply open up your image in a paint program and try your best to color over some of the lesser used colors with another color that's used a lot in the tiles. And when you index the image in photoshop, in the Forced Box just set it to None. |
great tutorial man, this will help me a lot
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I think your tut is nice, very clear and well thought out! I personally hate doing that indexing stuff cause it really confuses me o.O. I'm sticking with my eraser method :P
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Well, I followed your Tut (exactly I hope^^), but as soon as I import the changed Tileset, AM shows kinda wierd tiles. I may have overread an important point, but if so, I dunno which.
Hope you can see from the pic, what I'm trying to talk about xD greetz, Gibson |
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Try indexing the house and re saving the palette again, then reload it. |
When indexing the colours, do you set transparency to on, and are black/white, primaries, or web forced, or is that option simply set to none? If you do, does transparency, black/white, primaries, or web count towards the 16 colour limit?
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@Deucalion:
Well, though I don't see your point, here're my settings: Palette: Exact Colors: 16 Forced: Black & White Transparency: yes @Cello: Points 1-3 are out of the question, I've set it to the correct palette & everything matches to each other. But I ain't sure about the forth one. I index the house in Photoshop (5.5), I save the color table (look at the 1. pic), then I load it in AM, but the palette colors in AM are different from the PS ones (look at the 2. pic :p), so I think that's the actual problem. greetz, Gibson |
Really great tutorial. Awesome for beginners!
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Anyone able to help me? greetz, Gibson |
Sorry for the late response. I haven't checked in on this in awhile.
From the looks at it, after loading the palette in your block editor the palette gets really disorganized, which honestly shouldn't be happening. When you save the palette from Photoshop the palette should remain the way it was viewed. Here, I'll show you how I organize my palettes when things aren't the way they should be. It's very simple. First: I use graphics gale for this. Download link. Start up graphics gale and load your INDEXED image. Second: In the palette viewer, click the downward arrow and select Uniform Color. Like so: Spoiler:
Third: Select your image from the list in the box that pops up, and then click extract. Spoiler:
Fourth: You will notice that your palette is now loaded in the right box. From there you can edit your palette freely. By that, I mean you can drag colors and organize them as you like. Just drag whichever color you want to be transparent to the first color. Spoiler:
Fifth: After you drag you will notice the colors swap places in the palette. Click "Apply" and then save your image. Spoiler:
Now open the image you just saved in photoshop or your palette saving program and re-save the palette. If you still get this problem, my only thoughts would be that you're loading the wrong palette in the wrong directory. Again, sorry for the late response. ALSO/// DO NOT SAVE PALETTES IN GALE. The colors darken. |
here is something I noticed in this tutorial you waiste space you should want to get as most custume tiles in a tile set as posiable so in graphics gales click on the grid to 8x8 and deleate any blocks that repeat or can be x-flip or y-flip or both doing this will allow you to have a lot more space for a lot more tiles
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Unfortunately I'm in a bit of a hurry right now, but I'll be updating it soon with info on saving space by flipping with X & Y flipping. The tilesets used in the images are merely examples. |
Thanx for your extensive description, Cello. But - call me an idiot :p - I STILL get the problem. The palettes are different. Everything works wonderfully unto I want to load the palette in AM, I'm just kinda baffled xD.
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greetz, Gibson |
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It happens to me sometimes. When I go to load a palette it will bring up a different folder full of palettes that aren't the ones i'm looking for. It can get a bit confusing. This is actually very odd, though. If you're still getting the problem. When you save the palettes they automatically change order without any say in doing so. Have you tried saving it as a different file type? Like a .ACT instead of a .PAL, or vice-versa. |
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greetz, Gibson |
First; Cello, thanks for this great tutorial :D It is really newby-friendly and clear.
However, I have a problem and maybe someone can help me out. I have this tileset (well, a yet-to-become-tileset :)) of a house. This house has a red roof. I first used bright blue as my background color, and later pasted the house on the bg. I followed all the steps in the tutorial. When I come to indexing my picture and creating a palette (using Photoshop) the first color in my palette is nót blue (which it should be, since it was the first color I used) but red (a kind of red from the roof, to be precise). The first time I didn't notice and everything went OK, except for the blue not being the transparant color, but red. I later tried again, with black instead of blue, but it was the same story. What to do to get the first color to be the first in the palette? Manually switching colors of course doesn't help, since all the colors in the tiles will be swapped. Thanks in advance |
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Oh thanks! I must've missed that post :)
I found another way, however. It is a little more comlicated, but for the people that want to know: In Photoshop, when you choose Image > mode > indexed color, in the drop-down menu (or whatever it's called) choose 'custom'. Doing this you can switch and customize your palette too. However, I will use Cello's way myself. Thanks again :) |
Nice Tutorial!
It's very good. But it seems abit too long. Oh, well. Well done. |
i have a problem.
when i load the block/pallete after i have used gale this comes up error: the pallete file is missing blah/blah/blah/blah(bla is location :p)titleset2.pal |
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Hey Cello, I've got this problem. Everytime I import the .act file, the palettes change positions I need help. |
Thanks, this is what I have been looking for.
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this tutorial helped me a lot! thanks!
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Hi, another question. I seem to have a problem with palettes created by IrfanView (haven't got Photoshop on this PC), and it seems to be the same problem as the GraphicsGale palette saving bug. (The colors end up completely different in Amap.) However, when using GG to view the palette (created by IrfanView) everything seems fine.
So not only are GG's palettes not compatible with Amap, IrfanView's palettes aren't either. Is there an alternative to Photoshop/IrfanView/GraphicsGale for palette editing? GIMP maybe? (Haven't searched yet, but maybe someone here already knows...?) |
This is a great tuorial! Replacing colors in paint is quite hecktic.
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Thanx! - This is Awesome!
BQ |
Awesome
I have a slightly different method, but this is awesome :)
This'll be handy if my method turns out to be a giant mistake...which is almost certain! Thanks for the tutorial :3 |
hey i have a question. when i make the palette and "force" black and white, the white makes it 17 colors. and white isnt in the image so how can i get rid of it?
@Jm20 how do u move the colors around the way u said. in photoshop? |
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Actually, I found an easier way of doing it :)
But this is excellent for people new to Tile Inserting. Hmmmm now all I need is a guide to changing the animations :) Awesome |
I'm having a problem here, I put all the palettes at the Advance Map, but because the palettes are not exact, I put the ones which are nearest to the original. Here's what happened: (When I put it in the tileset but I'm not inserting it yet, it looked fine)
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That was a pretty detailed tutorial, too bad I figured it out on my own before I read this! XD
anyhow, I am still encountering one problem; In AM the tiles look fine... But when I play the rom its bassically Anarchy! I've already made sure theres no animations, and have deleted and replaced the tiles a good amount of times. Could someone help? |
Hey, great tutorial, very well set out, easy to read and helpful.
BUUT.. I was wondering if you could help me. I can insert tiles just fine but when it comes to door animations I am at a total loss. Right now all that I am trying to do is move the door with the "R" on it from the "Five Isle Meadow" map on fire red onto tileset0. Managed this without a problem but I can't manage to associate the animation of the door opening with my new tile. I presumed setting the behaviour byte to 69 would do the job but it does not. Any help would be greatly greatly appreciated. Thanks. |
Very great tutorial, thank you :D
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every thing gets weird after i add a secon tree i made the pallets but the left side of the left tree and everything up at left side gets very weird
h t t p ://i48.tinypic.com/2uopc01.jpg |
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a better screen
h t t p://img689.imageshack.us/img689/5753/helpl.png
a better screenshot after adding the tree right side this happens i did make the pallets same |
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Great tut, I've definitely learned more from this than any other. I still have problems with my background color though...
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Did anyone already find the solution to this problem? |
I don't see why gale and photoshop are necessary. Why can't I just index with IrfranView, set the first color of the pallet to transparent, paste it over in paint, and then export the pallet as a .PAL file in IrfranViw.
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It's the best Tile-sets Tutorial EVER I learned new things!
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Okay, I found out it's not GraphicsGale that saves palettes in a wrong way, instead it's A-map which interprets the colors completely wrong, hence the darkened colors. I have now kind of found a way to prevent AdvanceMap to ruin your palette. You should use .ACT as your palette saving format. Now, since neither GraphicsGale nor IrfanView are able to save palettes in .ACT format, you should first save the palette as .PAL. Next, open it up with this program: PaletteEditor (Direct Download) or any other palette editing program. Save the palette as .ACT and load it in A-map. As simple as that.
However, it doesn't really help as long as this happens... Spoiler:
If someone knows/finds out how to fix this, I would really appreciate it. If I need to give more info or screens just say. |
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Anyway, the third option is manually recolour all your new tiles to fit the pallette of the tileset (Ever heard of the Eyedropper and Eraser Trick?), and then Save it. Reload in Advance Map, and then change the Pallette. |
Maybe you can help me any further...? I recolored my custom tileset in the colors of Palette0 in Pallet Town trough importing the palette in GraphicsGale and thus generating a custom tileset in the colors of the default tileset in FireRed.
Then I imported the tileset in Amap, and the following happens: :paranoid: Spoiler:
Any further action, like trying to edit the blocks, results in blank tiles and blocks, both in the maps as in the block-bank and tileset... (Most commonly in colors green, blue and black.) See picture few posts earlier. It happens with every single tileset I import. Even when I load the default ingame tileset (which I had exported a second before) it crashes. I honestly think it is something with AdvanceMap, but on the other hand, many hackers succeeded in inserting custom tilesets... PS: Could it be something with animated tiles? I have kept most animated tiles original, but not for example doors etc.. Could this be the problem? PPS: Thanks to AdvancePaletteEditor by HackMew palette editing and inserting is no problem anymore whatsoever. However, the AdvanceMap .PAL format is distinctively different from the 'common' .PAL format. No other program than A-map accepts this different .PAL file. |
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Before trying this method, redo yours, (Indexing the tileset, copy and pasting the new tile in), but do not change the pallette, then load the tileset in Advance Map, then do the pallette in Advance Map. If that doesn't work, then try the method I mentioned earlier. |
Before trying any of the methods above at all, I decided to try to follow Cello's tutorial precisely once more. And, I'm a bit embarassed to admit, it worked! :D I still don't know exactly what I did wrong, but I now found the method that completely works. Thanks for all your advice and help, BanjoraMaxville! Now I can finally work further on my hack! :)
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in photoshop, when i try opening my .png file photoshop closes. why is this? how can i fix it?
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more Details! dude... can't help... :P
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yeah i start it, i click open, i select my image which is in .png then photoshop automatically closes, thats it. ill try reinstalling it. thanks
EDIT: reinstalling it didnt work :( |
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Hey guys,
I was justing following everything that the tut was tellimg me to do, but when I tried to open the palette file into A-Map There was an error popping up saying "AdvanceMapError(11): The File could not be open." Any ideas guys? |
Ok please help. im trying to learn. but when i open the block editer, there is no "pallete" section. so i cant import the palletes.
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nope it isnt. i been recoloring them to fr.lg pallets which works, but some i need a new one.
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Strange... at a guess, you do have the newest version of Advance Map, right? Not to worry, I guess you can also insert the pallette with APE (yet that could be harder... Unless you insert a sprite with the pallettes you want into a clean ROM, save the pallette somewhere, look up that pallette in APE, and then copy and paste all the data over the pallette you want to change in your ROM...)
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ape- ok im not gonna try, as i didnt unstand in your post.
yes i have the newest 1.92 i tried downloading a older one. 1.91 but the link sent me to 1.92 sadly |
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Insert a sprite/tileset with the pallette you want into a clean ROM using UNLZ or whatever you use. Save the pallette in an offset you can remember. Open APE, search for that offset, and your pallette is there. Open your ROM in APE too, find the pallette offset for the pallette you want to edit, and just change the pallette to that in the clean ROM. |
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1.92 looks like this, and the one you showed is an old version of it. :/ |
hm i redownloaded it, and its there. thanks ^^
:P |
I'm just asking but sometimes when I insert a pallet it sometimes make me recolor it to fit the pallet any way to fix it
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Great guide, it explains everything you need to know about tile inserting. I used a combination of this and Aljam's guide to create my first custom tile.
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Thank you for taking the time to create this guide! |
Hey
I got a question. When I use Photoshop to index my tiles, when I insert it to Advanced map, it replaces the wrong part of the pallete (like where the tree colors go, it goes to the grass part?) Im not sure if this effects allot, im still learning --- adding on to palletes, my tree is about 11 colors, grass is 3,as you see my tree takes up some colors unlike the the fr/lg trees. - Also possiple need other help. I got some tiles with the black background, but im kinda confused/worried from there. I know how to index, and all. its just getting the new pallete in. like is it going to get it in right? /Also couldnt figure out the palletes in gale |
Hello. A want Download Palette. Please give mi link to download this palette
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You want a link to download what pallete? What pallete? There no download.. I honestly have no idea what your asking |
I belived he want celleo pallet like from his trees or something
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I would like to thank everyone who has tended to this guide and helped the people with questions while i've been away. Also, thanks for keeping my guide up-to-date Harry, I see you edited it a couple of months back. :] Just a status update: Seeing as I still get a message here and there requesting help, I would like to state that if anyone still needs help, you can try to ask me, but, well... Lets just say i'm glad i wrote this guide... ...Because I really needed to freshen up on this. |
thank you I asked you in a private message. you are good help.
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Thanks Very very much bubby it really helped me. THANKSSSSSSSSS......!!!!!
I was trying to insert tiles for a lot of days but when I came across your thread I was very delighted to be able to insert tiles... Thankssss!!!!!!! |
Just looked at this tut. It was REALLY helpful but I had a problem in the last few steps where you put them in the tileset. I followed all the steps however when I added my new tiles to the set and loaded in A-Map with the right palette my new tiles weren't there :/
EDIT: Re-did all the steps. I added the tiles from the file which hadn't been indexed which was why they hadn't showed :D AMAZING GUIDE! |
Hi there!
Amazing tutorial, the best I have read about tile inserting. Now, I have a little problem. I inserted the tiles on my map in A-map. All looked good, but when I tryed it out in visual boy, the colores of my new tiles where black and white, insted of blue (water). I putted the tiles in an empty place. Can you help me, please? |
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I can map them, and the colours stay normal. Everything is working on a-map, but on the emulator (I tryed with visual boy and No$gba, both last version) the colours are black and white (more like gray). |
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