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-   -   256/240 color Titlescreen (Firered) (https://www.pokecommunity.com/showthread.php?t=228656)

shinyabsol1 January 10th, 2011 9:13 PM

Quote:

Originally Posted by Washibon
I understood that. What do I do in Index 3? Do I click the arrow 3 times? I'm sorry, I'm just so confused.

This part also confused me when I was doing it. :) Ok, I'm going to try to explain this more clearly. From the beginning of this part.

When you begin, the tut tells you to load the first offset on the given list. After you have done this, follow the instructions to load your palette. Notice that the little box in the bottom right hand corner of APE labeled "index" has a one in it. Hit replace just as the tut tells you to do. You have now replaced the palette at index one. Got it? Now load the next offset on the given list. Now all you have to do is click the arrow on the right of the "index" box so that it displays a number two. Hit replace and the palette has been replaced at index two. Continue this pattern. Load the third offset and click the index arrow to make the index box display a number three and replace. And so on. Once you have done this for all 15 offsets you are done.

Django136 January 11th, 2011 8:30 PM

When trying to import the titlescreen raw into my rom, I got the error that it was too big. Now, in the tutorial you had a normal number of bytes to look for (564). Mine read "4E4". I tried to type this into the needed bytes on FSF, but it wouldn't let me, considering "E" isn't a number. I tried typing in 4000 (A guess) but this causes my rom to crash when the titlescreen is supposed to appear (black screen with loud screeching noises).
Am I doing something wrong?

NintendoBoyDX January 11th, 2011 8:40 PM

You skipped the part where you convert the hex "4e4" to a decimal number using FSF's converter. Use this: http://www.mathsisfun.com/binary-decimal-hexadecimal-converter.html
or FSF's converter to get the needed dec number, and search for that. Still I can't imagine why it wouldn't work, because you have more than enough free space if you searched for 4000 decimal bytes... Make sure you follow the tutorial carefully, you may have missed something important.

Django136 January 11th, 2011 9:18 PM

Quote:

You skipped the part where you convert the hex "4e4" to a decimal number using FSF's converter. Use this: (html here)
or FSF's converter to get the needed dec number, and search for that. Still I can't imagine why it wouldn't work, because you have more than enough free space if you searched for 4000 decimal bytes... Make sure you follow the tutorial carefully, you may have missed something important.
I wasn't sure why it would cause the rom to crash either. Is it possible I already wrote something to byte 800000 (I think I might have) and that is what is causing it to crash?

shinyabsol1 January 12th, 2011 5:20 PM

Quote:

Originally Posted by Django136
I wasn't sure why it would cause the rom to crash either. Is it possible I already wrote something to byte 800000 (I think I might have) and that is what is causing it to crash?

That shouldn't cause your ROM to crash....If you indeed already wrote something to byte 800000 then will just overwrite whatever you had there with the title screen.

Washibon January 20th, 2011 1:13 PM

Um, is this the image I'm supposed to be editing, I can't tell..

http://uploadir.com/u/405u6b


None of the images show the Pokemon Logo clearly like in the screenshot.


In the end it turned out like this...

http://uploadir.com/u/q58eo4


So I think I changed the wrong image in unLZ-GBA?

sky_queen3 January 20th, 2011 3:46 PM

Yeah, that's the Pokemon logo, click the 256 colours button to see it clearly.

Washibon January 21st, 2011 8:10 AM

Ok, tried it again.. Uh..
Any ideas why my title screen ends up looking like this in-game?

http://uploadir.com/u/8861ku

When in NLZ-GBA, I didn't get a message saying it was repointing anything. Nor did the original Pokemon image change, I'm not sure if it's supposed to show the change?
I still clicked "Write to ROM" and it said "Finished."

francisbb February 1st, 2011 1:19 PM

Thanks for including the blinking part :) I was wondering how to fix that.

yugimon121 February 4th, 2011 12:57 PM

as with most posts on this thread, i have the same problem with the outocme
on pc:
http://i614.photobucket.com/albums/tt225/yugimon121/introtryindexed.png?t=1296852807
on game:
http://i614.photobucket.com/albums/tt225/yugimon121/lunar.png?t=1296852984

sky_queen3 February 4th, 2011 4:16 PM

Mine's been glitching up like that too, any idea why?

yugimon121 February 4th, 2011 4:35 PM

Quote:

Originally Posted by sky_queen3 (Post 6436872)
Mine's been glitching up like that too, any idea why?

idk what the problem is, but it seems were all making the same mistake :P
now what that mistake is however...

Corvus of the Black Night February 4th, 2011 4:41 PM

You guys look like your forgetting or at least incorrectly imported your tilemaps. You need to edit the tilemaps to actually show the image, you know... >_>

yugimon121 February 4th, 2011 5:09 PM

Quote:

Originally Posted by Corvidae (Post 6436926)
You guys look like your forgetting or at least incorrectly imported your tilemaps. You need to edit the tilemaps to actually show the image, you know... >_>

what do you mean by edit?
i did all the steps on the tutorial :/

sky_queen3 February 4th, 2011 8:46 PM

I do step for step what this tutorial says and mine still f's up.

yugimon121 February 5th, 2011 1:52 AM

wait, i think i know what the problem is
On nlz-gba when importing the bitmap, i find an offset on free space fnder and paste it in. when i click ok, it says
amount of pointers found: 0
how do i fix that?

timaeus222 February 6th, 2011 1:20 AM

When I tried to load my rom into NLZ-GBA-Advance, it gave me an error...

Quote:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at Nintenlord.NLZ_GBA_Advance.Program.UpdateGraphics()
at Nintenlord.NLZ_GBA_Advance.Form1.textBox1_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at Nintenlord.NLZ_GBA_Advance.Form1.set_imageIndex(Int32 value)
at Nintenlord.NLZ_GBA_Advance.Program.LoadROM(String path)
at Nintenlord.NLZ_GBA_Advance.Form1.loadROMToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
NLZ-GBA Advance
Assembly Version: 5.0.0.0
Win32 Version: 5.0.0.0
CodeBase: file:///C:/Users/ts/Desktop/Emulator/Hacking%20Stuff/Pokemon%20Hacking/NLZ-GBA%20Advance/NLZ-GBA%20Advance.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Just so you guys know; this doesn't always work out. But if this happens, try using GBA Graphics Editor. I did that and it worked perfectly fine.

And everyone else: GAWD. Read the whole entire guide. If you get that result, you didn't replace the tile maps. Your tiles weren't aligned yet.

Corvus of the Black Night February 6th, 2011 6:19 PM

Quote:

Originally Posted by yugimon121 (Post 6436981)
what do you mean by edit?
i did all the steps on the tutorial :/

Tilemaps are how the tiles are arranged. The tilemaps are in the same order as the original screen, which is why your screen looks wonky. You need to edit the tilemap in order for it to look properly.

yugimon121 February 8th, 2011 10:35 AM

Quote:

Originally Posted by Corvidae (Post 6441745)
Tilemaps are how the tiles are arranged. The tilemaps are in the same order as the original screen, which is why your screen looks wonky. You need to edit the tilemap in order for it to look properly.

...and how would you do that?
sorry, im sort of a noob :P

shinyabsol1 February 8th, 2011 8:26 PM

Quote:

...and how would you do that?
sorry, im sort of a noob

Its in the tut... (Step 5 - Making the raw)

the "raw" is the tilemap. just follow the steps.

Pachel22 February 10th, 2011 9:29 AM

Well I rushed this tutorial a bit but all the information that you need is included.
If you follow each step correctly you wont have any issues.
About NLZ-GBA it is for importing to big images where unzl.gba chrashes but yes you could use another tool for it to if you know how to use it.

yugimon121 February 10th, 2011 11:17 AM

hey i tried with a clean rom and it worked
though i do think it got something to do with pointers on nlz-gba as with the old rom it used to say "amount of pointers found: 0"
and after trying a few different offsets on the clean rom, it finally said
"amount of pointers found: 1 (offset-was-here)"
thank anyways, its a brilliant tut :)

SkyX February 12th, 2011 3:05 AM

well, its\ easy but my only problem is... when i import my palette in APE its said PALETTE not loaded or what then i tried to import it again it said error. pls help?

ares10 February 25th, 2011 2:35 PM

hey for some reason i only get the top row of colors, i dont know what happened, could you tell me what to do?

SKRoy March 12th, 2011 6:43 AM

Thank you!
This was a good tutorial and it works!


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