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-   -   Other HGSS Overworlds into FR (https://www.pokecommunity.com/showthread.php?t=378421)

Zervais September 17th, 2016 12:36 PM

HGSS Overworlds into FR
 
As you can guess by the title, I am wanting to change FRs overworlds to those of HGSS. I was wondering how practical this would be, how good it would look, and how can I go about doing it?

What size is needed for the overworlds and does it look strange against the FR style houses/maps? I plan on changing the tiles anyway but I don't want my sprites to look massive compared to the doors!

I'm mainly asking because I am not good at creating overworlds, and the smaller they are, the harder I find it to do. Maybe if I could edit something bigger, I might have better luck...

If not, can someone create an overworld for my hero? It would be greatly appreciated.

Here is his sprite/backsprite.


BluRose September 17th, 2016 8:23 PM

well, it's really simple but you have to repoint a lot of ****

each sprite has 36 bytes (0x24 bytes) in a structure
i'm on ipad atm but this should be correct nonetheless
Spoiler:
hword - starter (always 0xFFFF)
hword - palette number, generally succeeded by "11" iirc
hword - "replacement" palette slot number, never used, succeeded by "11" iirc
hword - unknown, default 0x0200 (00 02)
hword - width in pixels, make sure it's divisible by 8, can't go above 64x64
hword - height in pixels, make sure it's divisible by 8, can't go above 64x64
byte - upper half unknown, lower half is the palette slot number
byte - unknown iirc
hword - padding
word - pointer, never understood this one
word - pointer, sprite size stuff (to change to 32x32, change this to F0 37 3A 08)
word - pointer, how the game handles animation frames
word - pointer, points to data for each frame
word - pointer, consistently the same for everything, ram calculation stuff that we don't worry about

first sprite's data:
FF FF 00 11 02 11 00 02 10 00 20 00 10 01 00 00 10 37 3A 08 9C 37 3A 08 70 34 3A 08 A0 00 3A 08 FC 1C 23 08
broken into categories
Spoiler:
FF FF
00 11
02 11
00 02
10 00
20 00
10
01
00 00
10 37 3A 08
9C 37 3A 08
70 34 3A 08
A0 00 3A 08
FC 1C 23 08

following the second-to-last pointer, we go to some frame data yay

word - pointer to actual overworld
hword - data size
hword - unknown

first sprite frame:
68 BB 35 08 00 01 00 00

68 BB 35 08
00 01
00 00

data size legit has an algorithm
height*width/2 = data size

0x0839FDB0 has a table of pointers leading to probably the first sprite data stuff, don't know all 150-something of these pointers so ahaha not typing them soz

tl;dr resize and repoint

it would be worth it in the long run
32x32 including transparency, i don't think that more than 24 is ever used width-wise tho
it looks strange with fr doors, ur character is fat compared to da doors

good luck!

Zervais September 18th, 2016 10:34 AM

Quote:

Originally Posted by BluRose (Post 9414326)
well, it's really simple but you have to repoint a lot of ****

each sprite has 36 bytes (0x24 bytes) in a structure
i'm on ipad atm but this should be correct nonetheless
Spoiler:
hword - starter (always 0xFFFF)
hword - palette number, generally succeeded by "11" iirc
hword - "replacement" palette slot number, never used, succeeded by "11" iirc
hword - unknown, default 0x0200 (00 02)
hword - width in pixels, make sure it's divisible by 8, can't go above 64x64
hword - height in pixels, make sure it's divisible by 8, can't go above 64x64
byte - upper half unknown, lower half is the palette slot number
byte - unknown iirc
hword - padding
word - pointer, never understood this one
word - pointer, sprite size stuff (to change to 32x32, change this to F0 37 3A 08)
word - pointer, how the game handles animation frames
word - pointer, points to data for each frame
word - pointer, consistently the same for everything, ram calculation stuff that we don't worry about

first sprite's data:
FF FF 00 11 02 11 00 02 10 00 20 00 10 01 00 00 10 37 3A 08 9C 37 3A 08 70 34 3A 08 A0 00 3A 08 FC 1C 23 08
broken into categories
Spoiler:
FF FF
00 11
02 11
00 02
10 00
20 00
10
01
00 00
10 37 3A 08
9C 37 3A 08
70 34 3A 08
A0 00 3A 08
FC 1C 23 08

following the second-to-last pointer, we go to some frame data yay

word - pointer to actual overworld
hword - data size
hword - unknown

first sprite frame:
68 BB 35 08 00 01 00 00

68 BB 35 08
00 01
00 00

data size legit has an algorithm
height*width/2 = data size

0x0839FDB0 has a table of pointers leading to probably the first sprite data stuff, don't know all 150-something of these pointers so ahaha not typing them soz

tl;dr resize and repoint

it would be worth it in the long run
32x32 including transparency, i don't think that more than 24 is ever used width-wise tho
it looks strange with fr doors, ur character is fat compared to da doors

good luck!

Unfortunately I have no idea what that code means, where to implement it, or how to even begin using it. I'm not at all understanding of hex coding, ASM routines, or advanced scripting. At least, not yet.

Do you really think it is worth it trying to change all of the overworlds in game with the ones from HGSS? Or should I just stick to the default size/sprites?

BluRose September 18th, 2016 11:00 AM

Quote:

Originally Posted by Zervais (Post 9415050)
Unfortunately I have no idea what that code means, where to implement it, or how to even begin using it. I'm not at all understanding of hex coding, ASM routines, or advanced scripting. At least, not yet.

Do you really think it is worth it trying to change all of the overworlds in game with the ones from HGSS? Or should I just stick to the default size/sprites?

omg so soz </3

i really and honestly think that it will help in the long run because the style is so much prettier imo
one thing worth noting is that there are things like wesleyfg's hoenn bw rombase which puts bw-style tiles and overworlds into the game. you can just use that if you ever so desire then replce whatever necessary
i also think that ow manager works finely? like, it should be easy to use, haven't yet tho
http://www.pokecommunity.com/showthread.php?t=361064

Zervais September 18th, 2016 1:22 PM

Quote:

Originally Posted by BluRose (Post 9415095)
omg so soz </3

i really and honestly think that it will help in the long run because the style is so much prettier imo
one thing worth noting is that there are things like wesleyfg's hoenn bw rombase which puts bw-style tiles and overworlds into the game. you can just use that if you ever so desire then replce whatever necessary
i also think that ow manager works finely? like, it should be easy to use, haven't yet tho
http://www.pokecommunity.com/showthread.php?t=361064

It's my fault for not specifying my level of knowledge with the subject, but thank you very much for the advice.

I have to say I prefer HGSS style overworlds because they don't have those odd skinny arms and legs like BW does. I already have a base rom I have worked on, implementing new pokemon and the like, so I would probably not use the rombase you suggested, though it does sound very good. I plan to implement HGSS/BW/custom tiles (when I learn how) and hopefully they will suit the overworld style.

OW Manager seems like a really good tool to use, it appears to have all the necessary feature I will need to.

A question which has now came to mind was regarding palettes. I do not know how many different ones I will need regarding the new sprites I will insert, and I also plan to use several Pokemon ones too. Is there a way I can expand the number of palettes I can use? I forgot how many are in game but I believe it's only 20.

BluRose September 18th, 2016 1:37 PM

Quote:

Originally Posted by Zervais (Post 9415308)
Spoiler:
It's my fault for not specifying my level of knowledge with the subject, but thank you very much for the advice.

I have to say I prefer HGSS style overworlds because they don't have those odd skinny arms and legs like BW does. I already have a base rom I have worked on, implementing new pokemon and the like, so I would probably not use the rombase you suggested, though it does sound very good. I plan to implement HGSS/BW/custom tiles (when I learn how) and hopefully they will suit the overworld style.

OW Manager seems like a really good tool to use, it appears to have all the necessary feature I will need to.

A question which has now came to mind was regarding palettes. I do not know how many different ones I will need regarding the new sprites I will insert, and I also plan to use several Pokemon ones too. Is there a way I can expand the number of palettes I can use? I forgot how many are in game but I believe it's only 20.

~~~

i was more telling you to do it because it does the expansion to 32x32 ows for you~ you could then edit as you please

mmhmm!

ok so basically take navenatox's godly dynamic palettes patch and then ow manager handles palette expansion/insertion

Zervais September 18th, 2016 1:57 PM

Quote:

Originally Posted by BluRose (Post 9415336)
~~~

i was more telling you to do it because it does the expansion to 32x32 ows for you~ you could then edit as you please

mmhmm!

ok so basically take navenatox's godly dynamic palettes patch and then ow manager handles palette expansion/insertion

I understand, but if I didn't use the base you suggested, would it be easy enough to expand the size of the overworlds myself? OW Manager can do it, can't it?

Also, already have that patch so I should be good to go?

I honestly would use the base but I spent two weeks editing all the Pokemon into the one I'm currently using. I'd rather not do that again.

BluRose September 18th, 2016 2:19 PM

Quote:

Originally Posted by Zervais (Post 9415358)
I understand, but if I didn't use the base you suggested, would it be easy enough to expand the size of the overworlds myself? OW Manager can do it, can't it?

Also, already have that patch so I should be good to go?

I honestly would use the base but I spent two weeks editing all the Pokemon into the one I'm currently using. I'd rather not do that again.

yes and yes, i'm pretty sure

yep!

oh no dw about it
if you used mrds's rombase then it would be incompatible nonetheless<3

good luck hacking!

Zervais September 18th, 2016 2:57 PM

Quote:

Originally Posted by BluRose (Post 9415399)
yes and yes, i'm pretty sure

yep!

oh no dw about it
if you used mrds's rombase then it would be incompatible nonetheless<3

good luck hacking!

I am using MRDS's base, does that mean I can't do what I want to? You said 'incompatible'. Or are you just referring to using the other base together with it that you mentioned?

BluRose September 18th, 2016 3:09 PM

Quote:

Originally Posted by Zervais (Post 9415451)
I am using MRDS's base, does that mean I can't do what I want to? You said 'incompatible'. Or are you just referring to using the other base together with it that you mentioned?

hoenn bw rombase is incompatible with mrdollsteak's. dynamic palettes is fine.
you're fine and can continue with resizing ows ~

Zervais September 18th, 2016 4:32 PM

Quote:

Originally Posted by BluRose (Post 9415466)
hoenn bw rombase is incompatible with mrdollsteak's. dynamic palettes is fine.
you're fine and can continue with resizing ows ~

Thank you for all the help. Hopefully I'll be set to go.

Zervais September 19th, 2016 11:28 AM

Quote:

Originally Posted by BluRose (Post 9415466)
hoenn bw rombase is incompatible with mrdollsteak's. dynamic palettes is fine.
you're fine and can continue with resizing ows ~

I thought I would share my overworld which I really hope looks okay and will fit in my game. Thanks for the help, by the way, making this one in BW style was super easy! I still have bike animations, running, surfing, all that stuff to do. If it wasn't for you though, I would have just stuck to FR/LG overworlds and it probably would have looked terrible...

http://i.imgur.com/NHovGSf.gif
http://i.imgur.com/jd3WRQI.gif
http://i.imgur.com/wO5L3UA.gif

BluRose September 19th, 2016 11:32 AM

Quote:

Originally Posted by Zervais (Post 9416645)
I thought I would share my overworld which I really hope looks okay and will fit in my game. Thanks for the help, by the way, making this one in BW style was super easy! I still have bike animations, running, surfing, all that stuff to do. If it wasn't for you though, I would have just stuck to FR/LG overworlds and it probably would have looked terrible...

http://i.imgur.com/NHovGSf.gif
http://i.imgur.com/jd3WRQI.gif
http://i.imgur.com/wO5L3UA.gif

oh, wowow! these look pretty ahaha <3
you're welcome amigo~

M.L September 19th, 2016 11:44 AM

Looking very nice man!
Excellent job, can't wait to see more.

Kimonas September 19th, 2016 11:57 AM

I made a collection of HG/SS OWs in FireRed style, although I don't think that's what you are looking for. Nevertheless, here it is . Good luck! :)

Zervais September 19th, 2016 12:06 PM

Quote:

Originally Posted by Kimonas (Post 9416696)
I made a collection of HG/SS OWs in FireRed style, although I don't think that's what you are looking for. Nevertheless, here it is . Good luck! :)

Unfortunately I wanted them the other way around, but lovely sprites. They look a ton better than the original FRLG. I always disliked the sprites in FRLG and the Pokemon ones too, not a big fan of dithering to be honest.

Comparison:


Zervais September 20th, 2016 11:12 AM

Quote:

Originally Posted by M.L (Post 9416671)
Looking very nice man!
Excellent job, can't wait to see more.

How do the running ones look? These were much harder and I don't know if I am happy with them.

http://i.imgur.com/A1K6SYR.gif
http://i.imgur.com/P8GaZsA.gif
http://i.imgur.com/JvDODbu.gif

BluRose September 20th, 2016 2:19 PM

Quote:

Originally Posted by Zervais (Post 9418281)
How do the running ones look? These were much harder and I don't know if I am happy with them.

http://i.imgur.com/A1K6SYR.gif
http://i.imgur.com/P8GaZsA.gif
http://i.imgur.com/JvDODbu.gif

dude they look fine
warning: they won't go at that framerate, they'll go with frlg frame rate unless if we figure out how to change that
aka like a lot faster

Zervais September 20th, 2016 2:53 PM

Quote:

Originally Posted by BluRose (Post 9418586)
dude they look fine
warning: they won't go at that framerate, they'll go with frlg frame rate unless if we figure out how to change that
aka like a lot faster

They look so funny compared to the doors, buildings, and especially the chairs. Wow, will definitely need to change tiles.

BluRose September 20th, 2016 3:05 PM

Quote:

Originally Posted by Zervais (Post 9418638)
They look so funny compared to the doors, buildings, and especially the chairs. Wow, will definitely need to change tiles.

sadly, yes, they do

EDIT: many ppl make b/w-style tiles which look amazing~

M.L September 20th, 2016 10:39 PM

They look fine, at a higher speed they will look good.
You will need to completely change all your tiles, if you need any help give me a shout tiles are my specialty.

Zervais September 21st, 2016 1:50 AM

Quote:

Originally Posted by M.L (Post 9419198)
They look fine, at a higher speed they will look good.
You will need to completely change all your tiles, if you need any help give me a shout tiles are my specialty.

I probably will do just that because I don't know the first thing about editing tiles and mapping was never my strong point. However I'm going to insert all my overworlds first then worry about tiles.

BluRose September 21st, 2016 5:48 AM

Quote:

Originally Posted by M.L (Post 9419198)
They look fine, at a higher speed they will look good.
You will need to completely change all your tiles, if you need any help give me a shout tiles are my specialty.

Quote:

Originally Posted by Zervais (Post 9419279)
I probably will do just that because I don't know the first thing about editing tiles and mapping was never my strong point. However I'm going to insert all my overworlds first then worry about tiles.

https://m.youtube.com/watch?v=XmpWvqIr1JI - a small example of what speeding up running animations does to your overworlds, granted gogojjtech didn't make the bouncing that generally should occur
i mean idk if you think it looks fine then that's great but i'm just saying
tiles for life as well~

M.L September 21st, 2016 6:24 AM

I am home now so I will give my full opinion, they do look good but as blurose says they will be needing speeding up, the back ow running to me looks like the legs are sort of criss crossing if that makes sense because the pixel inbetween the touch that may just be my opinion though the side running looks good.

Tiles, yes I am happy to help as long as you are not in a huge rush creating tiles inserting them pretty much what I am good at xD

BluRose September 21st, 2016 1:45 PM

Quote:

Originally Posted by M.L (Post 9419514)
I am home now so I will give my full opinion, they do look good but as blurose says they will be needing speeding up, the back ow running to me looks like the legs are sort of criss crossing if that makes sense because the pixel inbetween the touch that may just be my opinion though the side running looks good.

Tiles, yes I am happy to help as long as you are not in a huge rush creating tiles inserting them pretty much what I am good at xD

so sorry for not quite being clear
the way zervais animated is perfectly fine in b/w standpoint
fire red/leaf green animates the frames for you and makes b/w-style frames look like they're going insanely fast, and it's fairly interesting i guess ahaha


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