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How do I insert custom PKMN icons? (HELP)
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So, in the old, now closed, resource thread I found an idea to use HG/SS PKMN overworlds as PKMN selection menu icons, so, I downloaded the sheets from spriters resource, took out the two front frames, made 2 versions of the icons. 1) 2x 32by32 icons for NSE and 2) 1x 32by64 icons for Wischu's icon editor. I indexed them correctly, the bytes said 4, so, i tried to insert them. In NSE, if I inserted the sprite and saved the palette, it would corrupt other icons, and when I edited those, the first one would be corrupted... So... I tried using Wischu's editor with an indexed 32x64 sprite, but when I inserted it, it took the old palette and didn't look right (for example Bulbasaur should be lime green, but it uses the old palette and looks dark green. I am using FireRed, and I'm really struggling with this, I really wanted to make these icons, maybe even a whole project - resource, what should I do, to make it work? I attached some images of the sprites and the errors I get. In the pictures there's the indexed sprites and screenshots of the errors. As you can see, Bulbasaur now has a cool icon, but Ivysaur now looks ALL KINDS OF messed up... What's up with that.
My indexing process: 1)Decrease color depth to 16 (also disable Floyd-Steinberg dithering) 2)Copy the image 3)Swap the background color with the first color in the palette 4)Export the edited palette 5)Paste the copied image 6)Import the exported palette 7)Save as PNG NSE insertion process: 1)Insert sprite data (the icon) 2)Insert color table (the same icon) 3)Save 4)Edit>Palette>Save palette 5)Save |
I've never ran into a problem inserting icons with Wichu's editor, so that's odd.
Have you tried using G3HS? That also has an icon editor. |
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I know what's the deal... it messes up the other sprites because pokemon like Bulbasaur, Ivysaur, Venusaur, Caterpie, etc. have the same palette. If i could give each poke a seperate palette, it would work. Does anyone know if it's possible?
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