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New palettes in Fire Red for OW's!
Creating new Overworld palettes in Fire Red! This is my first tutorial, and I want to make it as simple as possible and easy to follow. Thanks to JPAN for his hacked engine and metapod23 for his overworld tutorial which helped me understand everything better.Tools needed for this tutorial: Pokemon Fire Red Rom (Unmodified and modified) Pokemon Fire Red Hacked Engine Hex Editor – I will be using Translhextion. Free Space Finder Overworld Editor: Rebirth Edition Nameless Sprite Editor (I will be using classic) Lunar IPS (For HackMew's Tools, I suggest downloading PGE) I also suggest having a backup of your rom. Step 1-Applying the hacked engine. Spoiler:
Step 2 – Understanding the data. Spoiler:
Step 3 – Finding the free space needed Spoiler:
Step 4 – Editing Palette Spoiler:
Step 5 – Hex editing Spoiler:
Step 6 – Editing the sprites. Spoiler:
Step 7 – Fixing a glitch! Spoiler:
If you have any questions, have suggestions about thread cleanliness, or this tutorial is unclear, be sure to say something! I hope I was able to help! |
yeah, it works without any problems. Good tutorial. It´s extrem easy to understand it.
Currently I have inserted 70 new palettes and the rom is working without any problems. |
Hmm...I'm thinking this could maybe be abused by giving extra palettes to small tiles B]
Anyway, good tutorial, I'll try it when I get the time. :) |
This tutorial is actually quite useful. Thanks for sharing the information!
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Also, I guess I should say everyone should keep in mind the sixteen palette slots restriction in mind. |
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I don´t know if the slots which loads the palettes can be expand or is there a hardware limit. I think there is a limit and this limit is 16. So you can´t load more palettes at the same time. |
Nice tutorial.
I will try this out without applieing JPANS engines too. |
Hi! Great Tutorial! Its a very useful Thing!
Now, the Hardware supports (16*16) *2 In Total, But, For Minisprites use one Part (16*16) and it have some Palets of Tiles Too. For Better Understand of Wath i means, Open Any .gba Rom with VBA and Go to "Tools > Pallete Viewer" The Right Part Its Used By Ow's ^^ Sorry for My English x'D Have a Nice Day :P |
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@Cheve_X: Yes, I know it. But how can I use the palettes on the left side, which aren´t from any tileset? Or how can I use the last three slots on the right side. I have had a look on this with the VBA. I saw that there are only used 13 from 16 palettes. So it must be easier to use this last 3 palettes than using the last palettes from the tilesets. But how can I hack this? How can I use this "free slots"? Sorry for bad English! Maybe there you can find a solution for insert the palettes without any problems. http://nocash.emubase.de/gbatek.htm It´s a problem to load more than 16 palettes for the sprites. And how I understand it after read it is it impossible because of the hardware.... |
this best tutorial on Fire Red,and on emerald such it is possible to make?
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This tut. remains the best
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He did just repoint it, I tried repointing the table without the hacked engine and this method works.
The orginal palette table is located at 0x3A5158 in FireRed and the pointers to the table that you need to change are at 0x5F4D8, 0x5F570 and 0x5F5C8 for those whom it may interest. I would like to know the sprite offsets for the Fly sprites. Well it seems they're not part of the OW sprite table... I'd like to know how I can repoint their palettes though. :\ Seems I didn't need to. Do they just use the current hero OW palette loaded into the RAM? |
Quickster, this is an amazing tutorial but one thing I can't seem to do is actual apply it in to Advance Map. It would just appear as the original palette. I would use the emerald male hero as an example. Everything works, it shows up in Overworld Editor rebirth as the new palette but when I put it in advanced map it would show up as palette 0x06 and not 0x32. In NSE it doesn't work either that it can't load the new palette.
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Thank you. |
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Then you want to find the "Sprite Offset:" Go to that offset in your hex editor. Ripped from Metapod 23's thread Here is what the hero's first overworld data looks like Code:
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For some reason it works with the hero of fire red but it wont work with the hero from emerald. in the picture i didnt edit the fire red hero's palette but as you can see the emerald hero is messed uphttps://lh6.googleusercontent.com/-D1HQ9za3FNY/UK_iF70C5AI/AAAAAAAAALs/YZ9mUEvabDY/s903/asdfjkl%3B.png
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Is there a fix to the bug where if you go to another screen (most menus in the bag, battles, etc.) and then return to the map the palette reverts to one of the original palettes?
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In your hex editor, this number is what palette slot the palette takes up. Spoiler:
In that case, it takes up slot number 4 (since 0 is one, etc...). To make sure it's taking up the right palette, in VBA check: Tools>Palette Viewer. |
Oh, it's not the overworld for the player but a separate overworld, and the slot that is stays in gets rewritten with the original palette in that slot everytime the map is loaded (exiting menus etc)
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I want to put DP overworld sprites but i don't know how it show when I reseized it show only the upper part
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Just a question but can this be used to have individual palletes for each OW?
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Ok, I'll just have to try to have every OW to have their own pallete and see how it goes. |
I have a problem with this tutorial. The OW looks good in OW Editor Rebirth but the palette is screwed up in A-Map and game.
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Could you please elaborate this part:
starting at 0x0805E5E0, place 70 88 09 07 09 0f 00 29 01 d0 05 e0, then at 0x0805e5f8 place 03 e0 Some screenshots how it looks before and how after would be very nice, Im just going to these offsets and adding those numbers but nothing really changes ingame. Am I supposed to touch the oam loading numbers in the sprite offset or something? EDIT: Ive kind of fixed this while sacrificing the mist >.> Which I dont want todo D: Youd maybe want to include which oam code should be in instead of the default ones to make them work, Im really confused here D: anbuja |
I've noticed that changing the bytes fixes the sprites the first time you enter the map.
However if you open up a menu say the Pokemon screen and close it. When you return to the map the sprites will glitch. I believe this is connected to the level script command 0x5 load on entering map and on menu close. I was wondering if anyone has experienced or fixed this. EDIT: This seems to be related to the actual palette slot that the sprite has! Depending on the palette slot it looks discoloured in a different way. It seems that setting the Palette slot to 1A, 1B and 1C allow the sprite to retain its colours as long as there aren't conflicting ones on the map. So if you have three unique palette sprites use those three. I imagine others work too, but those three are the ones I can definitely attest to. |
So i have a quick question. When it says put the offset before 00000000 ff110000, does that mean each time you add a new pallet it goes before that space in the hex ditor? Or does it mean that each time you add a new pallet, you can place the next offset after those numbers, and then end it with 00000000 ff110000?
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You END the chain with those bytes. When the game reads those bytes, it stops looking for palettes.
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http://i60.tinypic.com/o0s1og.png
Can anyone ascertain why all of my added palettes work, up to 1E. 1F, 20 and 21 all show up as palette 3 (youngster with the yellow hat) and it is the same palette with a different number - if I change anything with them, it also changes palette three. Any ideas? I've wracked my brains trying to find a solution. I wonder if there's a limiter byte somwhere I need to change (as it seems to be defaulting to the first palette in the list??). Edit:// I've tried changing '1F' to '0D' but the palette still doesn't work. It seems to be their actual position in the table that's affecting this. Spoiler:
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