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  • Well you can change which palette slot its loaded into by doing some HEX editing. The best way to go about doing it is to use the old version of NSE and open up its in-built HEX editor (Ctrl + H). Open the empty drop down menu and select 'Sprite Offset'. From there onwards you're going to need to know how the OW data is structured - JPAN's hacked engine explanation guide has a good table that shows it all. Find the byte which determines 'Palette slot +???' in JPAN's guide as that will change where that palette is loaded.

    Hopefully that's a good enough explanation :P
    So I have a question. Now that I can add in tiles, how do I add in more without having to recolor the tiles that are in that section. Because if I don't hit 'write palate changes to rom', it changes the color when I come back.
    Thank you! And one last thng. Where do you get your tiles? I wont steal them. I lied (about the one thing) Maybe 2 things. If you insert new tiles does it overwrite the tiles for everything?
    I forgot, your inbox is full. And yes, it was number 7 I used. It took forever just to see if a bucket would work, and I got it in. Saved it, came back and it was a black bucket.
    yeah actually if you could give me the link to that tile inserting tut thatd be great! thanks for the reply :)
    hey man, i was looking at your progressing hack, Pokemon Cyan, i just wanted to say its looking great and im very excited for the completion of it! I am also a pokemon hack developer! i just have some basic questions that need answering tho and based on your Pokemon Cyan screenies, i figured you could help me. So i plan on also inserting a set of my own tropical looking tiles, but i dont know how to do it... please get back to me when you can about this because im eager to get the ball rolling with me hack and id like to start by the tile insertion, thanks in advance!
    Yes, once me and interdpth get a good alpha out. We're already pretty close with working map viewing and editing along with events and stuff.
    I see, maybe, Monochrome was my first pick and it sounds nice anyway. I might even find a different name... Just not sure what to call it. I'm pretty sure Celia ain't based off the U.K, because Caesare is... And dw, If I do happen to choose Cyan, I won't be stealing from you... Promise, it's just a name, really...
    I see you're making a Cyan version... I'm planning on making paired versions, with my own Cyan version in it, they were going to be called "Scarlet" and "Cyan" versions, possibly different from your game and the original Scarlet... I'm not sure if I should, now that you are making Cyan. :)
    This is an arrow on a warp (This is inside but you cannot have one outside):
    The game reads a small table in the hex which starts at $3F1AA4, which is basically a list of location indices. The game knows when the locations for that map have ended, because it's terminated with 0xC5. Basically, 0xC5 marks the end of each table. Long, story short:

    ROM:083F1AA0 98 1A 3F 08 8F 90 91 96 97 98 99 9A AF B0 B9 C3
    ROM:083F1AB0 C5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    ROM:083F1AC0 00 00 92 93 9B 9C 9D 9E 9F A0 A1 A2 AE B1 B2 B5
    ROM:083F1AD0 C5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    ROM:083F1AE0 94 95 A3 A4 A5 A6 A7 A8 A9 AA AB AC AD B3 B4 B6
    ROM:083F1AF0 B7 B8 BA BB BC BD BE BF C0 C1 C2 C5 00 00 00 00

    Change the green colored values to 00 in a hex editor, and the red colored values to C5. The last C5 needs to stay there, or else the game will keep searching for the end of the table and never reach the end, or if it does reach the end, it would be in who knows where, reading all the bytes before it.
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