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hi, I have a question. I don´t really need a new Overworld. I need a new additional palette. Is there a person who can help/show me how I can make this? Ok, I need more than one new palette, but I don´t know how I can make this. I have read your tutorial in hope that I can find it. But your tutorial shows only new overworlds. But it must be possible. When you can add more and new Overworlds than you should be add more palettes, too. I hope there is a person who can help me.
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Now go to 0x800000 and place youre pallete data there. What I do is edit the pallete of an original one in NSE and copy down the hex data and paste it to the 0x800000. Code:
If anything is unclear say so, because I am kinda tired right now. Its also been months since I have done this. |
Error 63
It works, but I get and error message, it says: Error 63 (Bad record number) in procedure LoadSpriteStructure of frmOverworldEditor.
Should I ignore it, or do something? |
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What do you mean the height isnt the same? And, if you havent inserted any sprites, youll get that error because there is no next sprite.
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Woohoo thanks man this thing really worked for me... :D
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Just a heads up, the data you quoted:
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My sprite wont show up in AMap and I followed Step 8
correctly I will either get a hero or a little kid sprite in the game. |
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Like Sprite 153 is S.S. Anne Boat and Sprite 154 is the new sprite. I cant find Sprite 154 in the game |
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It keeps showing the little kid lol |
Hello everyone, I tried to add ow sprite and I worked! But now, I has a problem, I want to add a 64x64 ow sprite, but I don't have the template of ow 64x64 ow sprite data ( ow sprite data for example like this one :FFFF001102110002100020001001000010373A089C373A0870343A08A0003A08FC1C2308 )
I don't have a 64x64 ow sprite data template, can everyone give me? Thanks. |
This is the data for the Overworld for the Seagallop Ferry, Overworld Sprite #152.
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I found the data by multiplying 152 by 36, which gives you (dec) 5472. At 0x3A3BB0, I selected a block of (dec) 5472 bytes, which led me to the offset 0x3A5110. The code you see above are the first 36 bytes at 0x3A5110; the overworld data for the Seagallop Ferry. |
The #152 Seagallop Ferry overworld is only using 1 frame of original Fire Red Rom, If I using for a lugia 9 frame overworld it's no problem? Another question, can I add a bigger than 64x64 overworld sprite to the game? Like the #153 S.S. Anne overworld sprite.
Thanks. |
The tutorial does tell you how to add more frames, so there shouldn't be any problem there. If you want to use the SS Anne's size for Overworlds, in a Hex Editor go to 0x3A3BB0, select a block of (dec) 36 * 153, then select the next 36 bytes and use them.
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I need help, I can't find some of the free spaces. I would search them on hex workshop, like 90000 and 910000, and wouldn't find them, if you have an answer please pm me, i would really appreciate it.
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Scroll down to 900000 offset at hex workshop.
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Use Ctrl+G instead of Ctrl+F
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Thanks for this amazing tutorial! It was very informative and helped me understand some other things as well. Was able to successfully add my first new Overworld on my first attempt :). I'm surprised this tutorial has only reached two pages!
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Okay, now I have ANOTHER problem. The sprites in the new table all load to the player's palette, which causes weird colour issues. How do I fix this?
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I don't get what i'm doing wrong! :( I followed your tutorial PERFECTLY except I wanted 20 OWs instead of 1, so at step 7, instead of putting a 1 in the SpriteCount, I put a 20.
My problem is when I go to OverworldEditor, I can only edit the first index, once I try to go to index 1,2,3,4 ... ect, I keep getting errors! I get an error that says: "Error 63 (Bad Record Number) in prodecure LoadSpriteStructure of frmOverworldEditor". Can someone please tell me what I am doing wrong!?! |
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