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-   -   Other How to make each new OW Sprite I add to a ROM, have its own Palette saved separately? (https://www.pokecommunity.com/showthread.php?t=350458)

LegendChu June 11th, 2015 11:20 PM

How to make each new OW Sprite I add to a ROM, have its own Palette saved separately?
 
Okay, according to my knowledge, there are 35 Palettes used by Overworld Sprites in Emerald, 27 Palettes in Ruby & 18 Palettes in FireRed (correct me if I'm wrong).

Suppose I want to add more Overworld Sprites, obviously the Palette of almost every Sprite I add, will be different from any of the existing Palettes in the ROM.

My question is, how do I make each OW Sprite I add to a ROM, have its Palette saved separately as well, without messing up the colours of the other Sprites, coz when I use NSE to Load a Sprite & select any of the three options - (Image, Palette, All), the Sprite either doesn't show up at all or has messy colours.

Pika Pika :chu:

C me June 13th, 2015 2:06 AM

Would like to know the answer to this too. Only way I see doing it is using unused palletes, palletes only used by < 3 sprites and just not using those sprites. Or, making new sprites have the same colours as the old palletes (not ideal).

NewDenverCity June 13th, 2015 4:11 AM

http://www.pokecommunity.com/showthread.php?t=297647
The most complete OW hacking guide I know of. Good luck finding the offsets if you're not using those games though.

LegendChu June 14th, 2015 2:46 AM

Quote:

Originally Posted by C me (Post 8795844)
Would like to know the answer to this too. Only way I see doing it is using unused palletes, palletes only used by < 3 sprites and just not using those sprites. Or, making new sprites have the same colours as the old palletes (not ideal).

Exactly why I asked the question C me, coz if you're working on a major revamp, I mean changing OWs of all Gym Leaders, Elite Four, Hero/Heroine, Pokemon, there are just not enough Palettes to work with & making new sprites have existing Palettes, will always give you messy sprites.

Quote:

Originally Posted by NewDenverCity (Post 8795933)
http://www.pokecommunity.com/showthread.php?t=297647
The most complete OW hacking guide I know of. Good luck finding the offsets if you're not using those games though.

Ya NewDenverCity, I'm aware of that Tutorial & I've tried following it, but just can't seem to get it working.

I've seen hacks where a lot of OWs are used (for e.g. Pokemon Glazed) & it seems that they use a lot of different Palettes, much more than what's available.

As for me though, I just can't figure out how to match Palettes. Can anyone suggest some easy way that every Sprite I add to a ROM has its correct Palette saved? I know its not easy, but still, does anyone have something that can make it possible?

Pika Pika :chu:

C me June 14th, 2015 3:14 AM

You could probably expand the palette table but I don't know if there are any limiters. Also only certain palettes can be used e.g. 0,3 but 1 and 2 can't. I don't know why but if there is a way to use those gap ones that would be nice too.

LegendChu June 16th, 2015 9:13 AM

I think that you an use Palettes which are not used in the game, to save a new Palette for your Sprite, but I don't think there are too many unused Palettes in the game, so the problem still remains.

Pika Pika :chu:

C me June 16th, 2015 10:12 AM

Quote:

Originally Posted by LegendChu (Post 8800799)
I think that you an use Palettes which are not used in the game, to save a new Palette for your Sprite, but I don't think there are too many unused Palettes in the game, so the problem still remains.

Pika Pika :chu:

Overworld editors won't let you.

GalladedOlive June 22nd, 2015 4:04 AM

I just want my 16-Color Bitmap Image to replace the Palette of the Default Trainer Sprite. I'm using NSE Classic, but when I import the Image, & make sure it's on Image, it just saves the Normal Palette instead. I've tried Palette & All, but they don't seem to help out that much. What am I doing wrong that's not letting me get my Custom Palette in to the NSE Classic Program?


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