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Extended diploma screens problems !
Is there a way to use a 256 color palette on the expanded diploma screens?
(I know that there is this : http://www.pokecommunity.com/showthread.php?t=299559 ) but since he never released the source code, I think it can't be used now? Also (While trying to insert the 255 diploma hack, tutorial here: http://www.pokecommunity.com/showthread.php?t=280558), How can I got to Offsets like 0x080F4FC8? The Hexeditor says: Cannot find position! If I only use 0x080F4FC , the other hex string I have to insert at 0x080F4FE(E) will overwrite parts of the previous! Edit: I now inserted them at 0x08F4FC and so on but if I now start the script, the screen goes black and the sound gets strange...Then nothing but this happens! |
If I remember correctly 08 states that the offset above is a ram offset. You might want to try 0x0F4FC8 instead or look for its data equivalent.
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I tried it, now the game just hung up...
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You can run a routine to do 256 colored BGs. From there making animating OAMs has already been documented. I've written a "Show BG" routine before for my titlescreen's Latios. I'll share for the uninitiated: Code:
You will need to change the "Resources" data and the slot/size field of the loadPal section to match the total amount of colors. Finally, depending on which BG you are planning to use, you must also edit the BG slot. It does support 256 colors. Once again, I recommend that you first build your own BG calling framework to call a modified version of this routine. That way you can support as many BGs as you want in an efficient manner. After all of that, make sure you credit me if you use my research or routine! |
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I have to write: @resources: new_pal: .word 0x8EBC44 image: .word 0x8EF13C tilemap: .word 0x8EE908 Is that right? Also, I don´t get what I have to write at the slot/size field if my palette is 16 colors (or when its 256 colors), or how to edit the BG slot... And I can´t write a routine to fade the screen, and delete existing BGs and OAs, because I don´t have the required ASM skills for that. But if I get this to work, you will be te first one mentioned when I release the hack, I promise you! |
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But I still need to know what exactly to change at the slot/size field if my palette is 16 colors (or when its 256 colors)... Edit: I now compiled the code with the changed offsets and then I ran a script with callasm 0x88EBC81 (I inserted the Routine at 0x08EBC80). But when I now start the Script, nothing happens, but only the music plays. The rest of the game gots locked up! |
Any idea how I can make it work, FBI?
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So I have to write 0x88EBC44 instead of 0x8EBC44 or what do you mean?
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picture1: 8EBC34 palette1: 8EF288 tilemap: 8EE958 I then edited the routine: Quote:
https://i.imgur.com/8mKdAUw.png I used PAL 6 [7] If you want to check the files: https://www.dropbox.com/s/sgi4k5h2i1p1y7h/Project.rar?dl=0 I really don't know whats wrong this time |
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mov r1, #0xD6 @slot That line should be mov r1, #0x60 iirc. |
Yes, it's filled with Pal 6 in the marked section. You can check it if you want by downloading the archive linked above.
I will test the 0x60 stuff later today when I get home from school! |
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Can I see your script and the entire routine AFTER you've modified it?
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Here is the modified routine: Quote:
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mov r2, #0x0 mov r3, #0x0 ldr r4, gpu_tilemap_config_and_commit change that to mov r0, #0x1 mov r2, #0x0 mov r3, #0x0 str r0, [SP] mov r0, r2 ldr r4, gpu_tilemap_config_and_commit then check in VBA's map viewer if BG0 exists/the pals are actually being written to. If that doesn't work, idk, it's your image. Remember you've set this up to be on pal 0x6 and a size of 16 colors. |
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https://i.imgur.com/hFyQEDH.png But I don´t think it´s the picture. You can check it, I uploaded it with palette and tilemap: https://www.dropbox.com/s/sgi4k5h2i1p1y7h/Project.rar?dl=0 If it´s relevant, I inserted the Image and Pal with UnLz GBA by selecting export image and export pal and I inserted the .raw with load raw and import picture (also UnLz GBA)( I always selected auto fix pointers) |
Did you try the code revision I posted last post? I'm unsure why it didn't work for you, as the code is almost a direct RIP from my ROM.
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You could sent me your Latios Sprite thing with the .raw so that I can check that. With them I could also try if it would work with them! |
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So what size does the raw have? Same for the tileset? You could sent me your Latios Sprite thing with the .raw so that I can check that. With them I could also try if it would work with them! |
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If it helps you understand better, here are the files I used for my Latias. http://www.mediafire.com/download/669bfv14ydb94sw/latiosTileMap.raw http://www.mediafire.com/view/6dzljpkk3o35pol/latiosIndexed.png http://www.mediafire.com/download/lqgyu1vgcc3p1d8/latiosPal.gpl |
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mov r0, #0x1 mov r2, #0x0 mov r3, #0x0 str r0, [SP] mov r0, r2 ldr r4, gpu_tilemap_config_and_commit thing) and this script: '----------------------- #org 0x71A38D callasm 0x8800051 waitstate end Now everything locks up! Music hungs, the screen freezes, everything! I really don´t know whats wrong... I tried inserted the Pal one time with APE and one time with UnLZ GBA. Eventually it would help if you could sent me your script + already compiled routine ? |
Since no one knows why it isn´t working on my hack, I will simply not use pictures in my intro. Sad, but acceptable...
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It matters where you are coming into the BG from. If it's from the Overworld it should work fine. Somewhere like the Bag, or name selection or something, it'd require more work to setup the IOregs.
Please first verify it's working for a normal 16 color indexed image before you try the 256 one. |
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