The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Binary Hack Tutorials (https://www.pokecommunity.com/forumdisplay.php?f=66)
-   -   Cello's guide to everything tile insertion/placement (HUGE Guide, Tips, FAQ) (https://www.pokecommunity.com/showthread.php?t=193377)

Zeffy March 22nd, 2010 1:29 AM

Quote:

Originally Posted by Johto_legend (Post 5642979)
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?

Instead of forcing black and white, select none or transparent. Any of those 2 works, just make sure you're colors is 16 or lower.

Opalescent March 26th, 2010 4:09 AM

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

874521 April 4th, 2010 12:55 AM

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)


Doublet April 15th, 2010 3:06 AM

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?

joeprice April 18th, 2010 10:22 AM

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.

¬Er!c Cartman« April 18th, 2010 12:43 PM

Very great tutorial, thank you :D

Learath2 June 28th, 2010 11:45 PM

:(
 
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

Banjora Marxvile June 29th, 2010 1:24 AM

Quote:

Originally Posted by Learath2 (Post 5922701)
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

Well, yeah? you edited the colours of the whole Tileset, so all the tiles will change colour if they use that pallette. If that is what you were saying. If it is not that that is the problem, then what exactly is wrong, as the screenshot gives no hint.

Learath2 June 29th, 2010 3:46 AM

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

Banjora Marxvile June 29th, 2010 6:25 AM

Quote:

Originally Posted by Learath2 (Post 5922963)
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

You've recoloured it wrong. You need to make all the tree colours fit the Tileset pallette exactly. Redo the tile, making sure that the tree fits the pallette perfectly.

sir.euge July 3rd, 2010 2:33 PM

Quote:

Originally Posted by 874521 (Post 5074533)
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?

this is caused due to dithering. just uncheck that option when changing the color depth and your image wont have random dots all over it! this is probably what everyone is experiencing and they are probably forced to recolor their tiles

Xnenai July 3rd, 2010 9:57 PM

Great tut, I've definitely learned more from this than any other. I still have problems with my background color though...

Dr. POP August 21st, 2010 7:37 AM

Quote:

Originally Posted by 874521 (Post 5680667)
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)


Well this is a problem I have too. I am sure I have the right tileset with the right pallette, with no more than 16 colors, all indexed, blah blah. However, it still ends up this freaky in the Block Editor (and in the maps too).

Did anyone already find the solution to this problem?

Blaze Orange August 21st, 2010 1:04 PM

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.

Dr. POP August 21st, 2010 1:40 PM

Quote:

Originally Posted by Blaze Orange (Post 6092045)
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.

You can. At least that's the way I do it and it works fine up until I import the whole thing in Amap...

Multi August 21st, 2010 9:52 PM

It's the best Tile-sets Tutorial EVER I learned new things!

Dr. POP August 22nd, 2010 9:42 AM

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...


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.

Banjora Marxvile August 22nd, 2010 9:53 AM

Quote:

Originally Posted by Jm20 (Post 6094490)
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...


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.

There is a third option. As always... That happens because the tileset doesn't match the pal file.

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.

Dr. POP August 22nd, 2010 11:19 AM

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:

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.

Banjora Marxvile August 23rd, 2010 12:21 AM

Quote:

Originally Posted by Jm20 (Post 6094787)
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:

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.

Not many use GraphicsGale. It isn't to do with Animations. It is probably how you are doing it. Try NOT using Graphics Gale, manually reolouring your new tiles to fit the old Tileset, loading that in Advance Map, and using the Pallette Editor in Advance Map to redo the pallette. I think the key mistake you are using is not using AdvanceMaps in-built pallette editor.

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.

Dr. POP August 24th, 2010 4:04 AM

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! :)

shawn0173 August 26th, 2010 9:50 AM

in photoshop, when i try opening my .png file photoshop closes. why is this? how can i fix it?

Multi August 26th, 2010 10:10 AM

more Details! dude... can't help... :P

Binary August 26th, 2010 10:14 AM

Quote:

Originally Posted by shawn0173 (Post 6104824)
in photoshop, when i try opening my .png file photoshop closes. why is this? how can i fix it?

It might be a problem with photoshop. Try re-installing it.
Quote:

Originally Posted by Multi (Post 6104861)
more Details! dude... can't help... :P

I think it's as elaborated as it can be.

shawn0173 August 26th, 2010 10:24 AM

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 :(


All times are GMT -8. The time now is 9:00 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.