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ERRORS !!!
I wanted to replace professor oak with a xerneas ;) and I used infranview to rearrange the pallets in the 7th row so I was trying to insert it and this showed u .https://ibb.co/Zxh9p5D Can anyone help me with it plz :(
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If you get an error when writing to ROM which says that it's too big, you will need to find space for it. For this use Free Space Finder. When you get an error in unLZ-GBA, copy down the hex number displayed in the error box, which in your case is 7F4. Open up Free Space Finder, and load your ROM from the "File" tab. Now, in the bottom right corner in the hex box, write in the number the error box displayed. In the box above it, it will show the number in decimal. Copy the decimal number and paste it in the box next to "Needed Bytes". Under that, make sure "Search from the beginning of the ROM" is selected, then click "Search". After that click "Copy". In unLZ-GBA, click "Write to ROM" again. Tick the "Automatically fix pointers" option, and in the first text box, delete everything, then type in two 0 and press Ctrl+V. Once that's done you can click OK. Please search for an answer before asking. |
I am sorry to ask but can u tell me where exactly is the box next to "Needed bytes" . There is a box below it called byte skipping (i don't remember clearly) and a box above it and then there is a huge box where free space offsets appear after a search
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Ulgh, this error really bugs me... it should say "which is too big".
But to answer your question - When you click "Write to ROM", you can uncheck the box Auto abort if new data is bigger Just make sure you do like what PokeChu said first and find a new offset to put the image and type it in the Image Offset box first. |
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You can download the other free space finder and then in that case, you can follow PokeChu's steps. I just never bothered to find and download a different free space finder because I use a physical calculator to do the hexadecimal <---> decimal conversions and all. You can also use online converters. Just google a "hex to dec converter" or something like that. Basically, once you convert the hex number in unlz error box to decimal, put the decimal number in free space finder's Needed Bytes box and follow PokeChu's steps from the "Under that, make sure 'Search from the beginning of the ROM' is selected" portion and afterwards. Sorry for poor English. |
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Thank u so much mate, But thinking bout it I was using the latest version of fsf , and I also had the hexadecimal conversation at the bottom right corner the problem was pokechu telling me "to paste the decimal number in the box 'NEXT' to the needed bytes.
So I was confused coz I was not able to find the box pokechu mentioned. It was jus misunderstood. Sorry. And BTW I used HxD to find free space it was quite easy :) |
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Ah yes. Sorry it was late when I posted this. I was actually thinking of the other one about checking the auto repointing box.
Basically, don't uncheck the Auto abort one, unless you can no longer suffer the indignation of a typo in a completed program :P |
I got another error :( after importing the picture I replaced oak's palette with xerneas palette using adv palette editor. (I used a 16 color pal). The problem was when I tested it out and to my surprise the palette suited perfectly....................
BUUUUUUUUUUUUUUUUUUUTTTTTTTTTTTTT The borders were replaced with a color that wasn't even there in my palette, some kind of green, not my neon green (I will attach the pic later) replaced my black border. Can anyone suggest the problem plz |
Did you make sure you changed the original background colour of your Xerneas to the top leftmost colour of the palette?
I.e. like with all sprites (even ones with 256 colours in their palette), the top left/first one is still the background one. |
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Top left of 256. The other colours are still part of the palette despite only using the 7th row etc
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Yep. Colour #1 of the 256 is still the background colour.
PS, you can use two rows of colours for the intro sequence sprites, so 32 + the background one |
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Like I explained, the background colour is still the first slot of the 256 palette, regardless of which rows the sprite accesses. So the first colour of your 7th row can be whatever.
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Thanks
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Palette error :( I have first inserted back sprites to my ROM, then I thought of changing it and replacing it another set of back sprites, I inserted the back sprite and the pal using NSE 2.0, it looked okay in NSE but when I tested out the ROM, the image was inserted but not the pal, (BTW it used the first inserted sprite pal) , I tried repointing it and reinserting, and yet it didnt work (╥_╥) can somebody point out my issue (mostly poke chu or taco bell24 :)
P.S : I WILL USE THESE (个_个) , POKECHU |
Did you click the Save Palette to ROM button in NSE?
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Ok, i think what the issue is... Maybe.
The way Pokémon battle sprites work ia they use the same palette for both front and back sprites. So if I understand what you've tried to dk correctly, you've tried to repoint the palette for the new back sprite only? Which in turn is not the exact same as the one for the front sprite. Which is what ks messing it up. Does that sounds about right? |
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P.S : U CURRENTLY HAVE 69 POSTS :) NOICE !!! |
Righto. Not sure what the go is.
You can always just change the palette colours manually in NSE by copy and pasting the 4 digit code for each. See if that works instead of repointing the palette |
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