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  #20451    
Old February 3rd, 2012 (8:04 AM). Edited February 3rd, 2012 by Darkdata.
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Darkdata Darkdata is offline
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    The Pokemon games use uncompressed strings. And they are easy to repoint and work with.

    Here is a table file:
    Code:
    00= 
    01=À
    02=Á
    03=Â
    04=Ç
    05=È
    06=É
    07=Ê
    08=Ë
    09=Ì
    0B=Î
    0C=Ï
    0D=Ò
    0E=Ó
    0F=Ô
    10=Œ
    11=Ù
    12=Ú
    13=Û
    14=Ñ
    15=ß
    16=à
    17=á
    19=ç
    1A=è
    1B=é
    1C=ê
    1D=ë
    1E=ì
    20=î
    21=ï
    22=ò
    23=ó
    24=ô
    25=œ
    26=ù
    27=ú
    28=û
    29=ñ
    2A=º
    2B=ª
    2D=&
    2E=+
    34=[Lv]
    35==
    36=;
    51=¿
    52=¡
    53=[pk]
    54=[mn]
    55=[po]
    56=[ké]
    57=[bl]
    58=[oc]
    59=[k]
    5A=Í
    5B=%
    5C=(
    5D=)
    68=â
    6F=í
    79=[U]
    7A=[D]
    7B=[L]
    7C=[R]
    85=<
    86=>
    A1=0
    A2=1
    A3=2
    A4=3
    A5=4
    A6=5
    A7=6
    A8=7
    A9=8
    AA=9
    AB=!
    AC=?
    AD=.
    AE=-
    AF=·
    B0=...
    B1=«
    B2=»
    B3='
    B4='
    B5=|m|
    B6=|f|
    B7=$
    B8=,
    B9=*
    BA=/
    BB=A
    BC=B
    BD=C
    BE=D
    BF=E
    C0=F
    C1=G
    C2=H
    C3=I
    C4=J
    C5=K
    C6=L
    C7=M
    C8=N
    C9=O
    CA=P
    CB=Q
    CC=R
    CD=S
    CE=T
    CF=U
    D0=V
    D1=W
    D2=X
    D3=Y
    D4=Z
    D5=a
    D6=b
    D7=c
    D8=d
    D9=e
    DA=f
    DB=g
    DC=h
    DD=i
    DE=j
    DF=k
    E0=l
    E1=m
    E2=n
    E3=o
    E4=p
    E5=q
    E6=r
    E7=s
    E8=t
    E9=u
    EA=v
    EB=w
    EC=x
    ED=y
    EE=z
    EF=|>|
    F0=:
    F1=Ä
    F2=Ö
    F3=Ü
    F4=ä
    F5=ö
    F6=ü
    F7=|A|
    F8=|V|
    F9=|<|
    FA=|nb|
    FB=|nb2|
    FC=|FC|
    FD=|FD|
    FE=|br|
    FF=|end|
    If you load this, you should be able to see any string you search for. To repoint a string, say this guy:


    First, search for his string in a hex editor, I use WINDHEX, so I can load a table and search in ASCII characters directly. When I look for it, I find it at 0x17d80d

    Now, saw there was not enough room for this string, first I need to find the pointer to it, to do that, you take the bytes, and reverse the order. So 0x17d80d -> [17] [D8] [0D] becomes [0d] [d8] [17], we then add an [08] to the end.

    So, [0d] [d8] [17] [08] (0DD81708) is what we search for! After searching, we find it at 0x165831. Keep note of this.

    Now, we just need to find some free space. There's about 3MB of free space floating around for anyone to use, just look around 0x800000. So i'll just use that.

    So, I insert/write my new text into that slot.
    [img width=640 height=54]http://i.imgur.com/Benl7.png[/img]
    Now, we just convert 0x800000 into a pointer the same way we did the old text: [80] [00] [00] -> [00] [00] [80] [08] adding [08] to the end like normal.

    Now we go back to the first text pointer we found: 0DD81708 at 0x165831, remember? and replace that pointer (0DD81708) with our new one (00008008).



    FE=|br|, is the first linebreak you make, then you use FB=|nb2|, for each line after in the same box. To make a new box appear, you use FA=|nb|. Always have a [FF] at the end to terminate the string.
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      #20452    
    Old February 4th, 2012 (4:49 AM).
    DealNotTheDevil DealNotTheDevil is offline
       
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      Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
      Because I am attempting to create a "super region",
      And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
        #20453    
      Old February 4th, 2012 (9:05 AM).
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      Speedster Speedster is offline
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        Quote:
        Originally Posted by DealNotTheDevil View Post
        Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
        Because I am attempting to create a "super region",
        And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
        Well if you want to put FireRed themes into Emerald you will have to overwrite the themes of emerald. Then you can use A-Map for needs of changing what music plays in each map.
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          #20454    
        Old February 4th, 2012 (11:21 AM).
        redriders180's Avatar
        redriders180 redriders180 is offline
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          Quote:
          Originally Posted by DealNotTheDevil View Post
          Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
          Because I am attempting to create a "super region",
          And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
          I would consult this tutorial on how to switch between two different tracks for different regions. It allows you to have "replace" a track with another track, easy peasy.
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            #20455    
          Old February 5th, 2012 (4:21 AM).
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          PaulieCZ PaulieCZ is offline
             
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            Hello people,

            me and my brother are new here and we decided to try make our own hack. However, we have some difficulties with editing pallets and inserting new tiles. We searched forum and followed few walkthrought here but still we can't edit that with proper success.

            So, here is the problem.
            We want to use some of these(those ice blocks) on weasleyfg.weebly.com (projectmarnianregionl00.png), but we just can't put them into the rom (FireRed). Point is, that when we try to insert them, the final pallet and block edit is in different color scheme. Any ideas what are we doing wrong?

            Thanks for any advice
              #20456    
            Old February 5th, 2012 (8:02 AM).
            DealNotTheDevil DealNotTheDevil is offline
               
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              Quote:
              Originally Posted by redriders180 View Post
              I would consult tutorial on how to switch between two different tracks for different regions. It allows you to have "replace" a track with another track, easy peasy.
              I came across that site before,
              And I attempted to copy it on firered
              But I messed up.

              Perhaps you can reguide me through the steps,
              cause if I can mess up such an elaborate tutorial,
              It pretty much means I misunderstood a certain step.
              (though it mighht have been my final script that I messed up with)..

              also, I'm trying to do that on emerald, and I'm not sure what different offsets it uses
                #20457    
              Old February 5th, 2012 (12:30 PM).
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              Speedster Speedster is offline
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                Quote:
                Originally Posted by PaulieCZ View Post
                Hello people,

                me and my brother are new here and we decided to try make our own hack. However, we have some difficulties with editing pallets and inserting new tiles. We searched forum and followed few walkthrought here but still we can't edit that with proper success.

                So, here is the problem.
                We want to use some of these(those ice blocks) on weasleyfg.weebly.com (projectmarnianregionl00.png), but we just can't put them into the rom (FireRed). Point is, that when we try to insert them, the final pallet and block edit is in different color scheme. Any ideas what are we doing wrong?

                Thanks for any advice
                Well in most tutorials they explain how the tiles you insert MUST match the colors of tiles already in the game. Either wise the newly inserted tiles will have an odd looking pallet. You could also change a pallet but if you change the pallet of a highly used one the tiles already in game will get messed up. For a suggestion you could edit the pallet of Pallet #7 which is usually 2 colors (black and pink) and no tiles use that pallet so you can use it yourself. Hope this clears things up.
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                  #20458    
                Old February 5th, 2012 (4:29 PM).
                redriders180's Avatar
                redriders180 redriders180 is offline
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                  Quote:
                  Originally Posted by Speedster View Post
                  Well in most tutorials they explain how the tiles you insert MUST match the colors of tiles already in the game. Either wise the newly inserted tiles will have an odd looking pallet. You could also change a pallet but if you change the pallet of a highly used one the tiles already in game will get messed up. For a suggestion you could edit the pallet of Pallet #7 which is usually 2 colors (black and pink) and no tiles use that pallet so you can use it yourself. Hope this clears things up.
                  In addition to this, I'd like to point out that the Pallate for everything from 7 down changes depending on the tileset, so you'll have to change all the pallates for the tilesets you're using. However, with a little searching around, you can usually find a pallate you currently have with the colors you need. Pallate 3 for Firered has plenty of white and grays, as well as blue, so you can go that route too. I don't know about RSE thought, but I'm sure you can find one.
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                    #20459    
                  Old February 6th, 2012 (6:38 PM).
                  J_Dawg J_Dawg is offline
                     
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                    ok i'm a little new to all this, so please just bear with me. now i've serched all day and i just cant seem to find out how to write a complex level script for fire red. im trying to change the begining prof. oak script for when you try to leave town, i understand how to script but i just need a little visual on how it should look..also i was wondering if there was a way to add pokemon without replacing any
                      #20460    
                    Old February 6th, 2012 (6:51 PM).
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                    DrFuji DrFuji is offline
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                    Quote:
                    Originally Posted by J_Dawg View Post
                    ok i'm a little new to all this, so please just bear with me. now i've serched all day and i just cant seem to find out how to write a complex level script for fire red. im trying to change the begining prof. oak script for when you try to leave town, i understand how to script but i just need a little visual on how it should look..also i was wondering if there was a way to add pokemon without replacing any
                    If you know how to make any sort of script, then a level script shouldn't be too much of a problem since it is largely identical, apart from how it is assigned to a map rather than a person/ tile. This tutorial has enough documentation and directions to help you insert you first levelscript.

                    There is currently a FR patch that is being made which will include all 649 Pokemon when it is fully released so you won't have to replace anything. On the other hand, if you want to insert some now, you can replace the 25 empty slots in between Celebi and Treecko as they are currently unused - Here is a tutorial on how to insert them with Wichu's tools.
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                      #20461    
                    Old February 6th, 2012 (7:47 PM). Edited February 6th, 2012 by J_Dawg.
                    J_Dawg J_Dawg is offline
                       
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                      so basically a level script is a regular script, just set to a map right?

                      and i can select 1 of the free 25 slots to add something? the way i was reading the tutorial i was thinking that it had to be a pokemon already represented with a picture

                      anyways thanx that helped alot
                        #20462    
                      Old February 6th, 2012 (10:35 PM).
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                      droomph droomph is offline
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                      Quote:
                      Originally Posted by ~RNC~ View Post
                      Again, hope this is the right spot for this Q??
                      But I need a good pokemon white rom, any one know where I can get one?
                      Thanks
                      Google is your friend. We aren't allowed to link you to any ROMs.
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                        #20463    
                      Old February 7th, 2012 (2:11 AM).
                      Gimic Gimic is offline
                         
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                        Hello everyone,

                        After nearly two hours of searching, I finally found Emerald version used in this video:
                        http://www.youtube.com/watch?v=KzG3IRIE9vI

                        The only problem is that this version is all... chinese...

                        Can ANYONE translate it to english?

                        NOTES:
                        - do not know, which version of Emerald is patched
                        - do not have any patch, just the ROM
                        - do not know if it really is 493 hack, or just edited 386, but starters are Chimchar, Turtwig and Piplup
                        - do not know if any new moves are imported

                        If anyone can do anything about this, please let me know... I cannot speak or even read chinese, so play this game kinda sux...
                          #20464    
                        Old February 7th, 2012 (4:30 AM).
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                        Speedster Speedster is offline
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                          Quote:
                          Originally Posted by Gimic View Post
                          Hello everyone,

                          After nearly two hours of searching, I finally found Emerald version used in this video:
                          http://www.youtube.com/watch?v=KzG3IRIE9vI

                          The only problem is that this version is all... chinese...

                          Can ANYONE translate it to english?

                          NOTES:
                          - do not know, which version of Emerald is patched
                          - do not have any patch, just the ROM
                          - do not know if it really is 493 hack, or just edited 386, but starters are Chimchar, Turtwig and Piplup
                          - do not know if any new moves are imported

                          If anyone can do anything about this, please let me know... I cannot speak or even read chinese, so play this game kinda sux...
                          Well based on the video that is fake (Since there is a western meowth). Although it is possible. There are projects going on to have all 649 pokemon in Ruby and FireRed. Now emerald was a tricky situation so adding all 649 pokemon to it was dropped. So follow these projects and wait for the releases.
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                            #20465    
                          Old February 7th, 2012 (9:38 AM).
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                          robosllim robosllim is offline
                             
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                            Quote:
                            Originally Posted by robosllim View Post
                            Here's the way things are now. There's a particular trainer, Battle Girl Lauren, who is known to cause problems. So I moved her to my debug location using Advance Map. She has a Hitmonlee with AI Value 200. She has an Antidote, a Burn Heal, a Full Heal, and a Full Restore. I poison the Hitmonlee and, consistently, she uses a Super Repel one turn, followed by a ?????? the next turn. Each will say "Foe HITMONLEE's SUPER REPEL/?????? cured POISON!" without actually doing so.

                            So next, I remove all of her items and set Hitmonlee's AI Value to 0. I confirm that these changes take effect through HxD. I also change her name to confirm I'm loading the right ROM in VBA. So now, when Battle Girl Laurrrrrr battles me, she still uses a Super Repel and a ?????? when her Hitmonlee gets poisoned. Same behavior as before, even though her data changed.

                            Now, I've figured out all the bytes in the trainer Pokemon data section (AI, level, dex number, item, and attacks), but I've got some holes in the trainer data:

                            Code:
                            0-1   - ???
                            2-3   - Music and Sprite
                            4-15  - Name
                            16-23 - Items
                            24-27 - ???
                            28    - Type (07 is story battle, I think)
                            29-31 - ???
                            32    - Pokemon count
                            33-35 - ???
                            36-39 - The address of the Pokemon data
                            I'm wondering if any of the blanks could be causing issues. So, two questions: First, can anyone fill in my blanks? Second, is there anything else that may account for the weird item behavior? It definitely seems to be tied to particular trainers, rather than some corruption of the battle code... though I obviously am not certain.
                            I haven't posted in a while, but I just wanted to give an update for future reference and to ask a new, hopefully simpler, question.

                            After a lot of tracing through code, I found that the game simply wasn't loading item data from the right spot. It loaded the trainer's name, Pokemon, sprite, everything else correctly, but the items were just wrong.

                            In this ROM, the trainer table is in a different location, due to being expanded. And even though most things worked, I discovered there was one place where the pointer was still pointing to the old table location. So it was essentially loading garbage data, or other code, in place of the items and using those somehow. After changing that pointer to the right value, everything is fine again.

                            The new question: why didn't that pointer get updated? I didn't expand the trainer data myself, but are there any caveats we should be aware of in the future?
                              #20466    
                            Old February 7th, 2012 (11:21 AM).
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                            wierddude22 wierddude22 is offline
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                              not sure if it has been answered but i don't want to go through 820 pages

                              i have a warp in firered that warps you into a pokemon centre, my problem is the warp makes the player land in the middle
                                #20467    
                              Old February 7th, 2012 (11:55 AM).
                              Gimic Gimic is offline
                                 
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                                Quote:
                                Originally Posted by Speedster View Post
                                Well based on the video that is fake (Since there is a western meowth). Although it is possible. There are projects going on to have all 649 pokemon in Ruby and FireRed. Now emerald was a tricky situation so adding all 649 pokemon to it was dropped. So follow these projects and wait for the releases.
                                Yeah, I know, but I always like Emerald version, mostly because tons of double battles and moving sprites. This game IS real, I played it nearly all, but in chinese it is nearly impossible to make to the end without emulation and saving all freakin' time...
                                  #20468    
                                Old February 7th, 2012 (1:22 PM).
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                                Speedster Speedster is offline
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                                  Quote:
                                  Originally Posted by wierddude22 View Post
                                  not sure if it has been answered but i don't want to go through 820 pages

                                  i have a warp in firered that warps you into a pokemon centre, my problem is the warp makes the player land in the middle
                                  So you need to make sure that you have it connected to another warp inside the pokemon center. If you got it that far it means you have the Map No. and Map Name correct but you have to have the same To Warp No. as the No. in the pokemon center. Example: Outside the warp is has a To Warp No. of 1 and the warp inside has a No. of 1. They match so when you come in it places you there.

                                  Quote:
                                  Originally Posted by Gimic View Post
                                  Yeah, I know, but I always like Emerald version, mostly because tons of double battles and moving sprites. This game IS real, I played it nearly all, but in chinese it is nearly impossible to make to the end without emulation and saving all freakin' time...
                                  Well then there are still solutions. First, off like I said its hard to add all 493 Pokemon, much less all 649, to Emerald due to lack of free space. If you could find someone who knows how to do it and is willing to do it then look around and do so. Although you can achieve most things like double battles (which is already in the games by default) and moving sprites in FireRed and Ruby that you can achieve in Emerald. This thread talks about moving people and Pokemon sprites. It's still not very easy at all and there may not be free space still.
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                                    #20469    
                                  Old February 8th, 2012 (11:32 AM).
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                                  mysteryme mysteryme is offline
                                     
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                                    How can i find an exact trainer in advance trainer?
                                    For example: I am planning to make a harder version of fire red, but i do i find a specific trainer that i have already located in advancemap, but not in advancetrainer?

                                    Sorry for my terrible english btw..
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                                      #20470    
                                    Old February 8th, 2012 (12:34 PM).
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                                    DrFuji DrFuji is offline
                                    Heiki Hecchara‌‌
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                                    Quote:
                                    Originally Posted by mysteryme View Post
                                    How can i find an exact trainer in advance trainer?
                                    For example: I am planning to make a harder version of fire red, but i do i find a specific trainer that i have already located in advancemap, but not in advancetrainer?

                                    Sorry for my terrible english btw..
                                    Each trainer overworld in Advance Map has a script attached to them which determines what they say before and after battle, as well as which trainers you are actually battling. To find out which trainer has been assigned to the overworld, you're going to have to open their script in an editor such as XSE. Look for the scripting command 'trainerbattle' which should look something like this when decompiled (This is from the first girl you meet in Mt Moon):

                                    Code:
                                    trainerbattle 0x0 0x79 0x0 0x8172972 0x81729A4
                                    The second byte after the command (highlighted in red) is what determines which trainer you will be battling. Remove the '0x' and place it in the small number box underneath the main list of trainers - You will automatically move to that position. From there on, just edit them as you see fit :)
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                                      #20471    
                                    Old February 8th, 2012 (5:08 PM).
                                    SYLUX6 SYLUX6 is offline
                                       
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                                      I'm having issues with adding blocks to a tileset so I can add my own tiles to it. When I change the amount of blocks to tileset 2, the behavior byte and backround byte of all existing tiles that I wanted to use in tileset 1 are wiped out to 0 and even if I set them back to the way they were they either respond or don't. Any ideas of whats going on or if I'm handling this the wrong way? Thanks in advance.
                                        #20472    
                                      Old February 8th, 2012 (9:48 PM).
                                      anhminh anhminh is offline
                                         
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                                        I need help, how to change those sprite to 8bpp? When i try to put it in platinum rom, it say this will probably not work because it not 8bpp, and sprite broken when i write it to rom.
                                        This is what i try to put into rom.
                                        img256.imageshack.us/img256/6682/unledzts.png
                                        img29.imageshack.us/img29/7416/unled2bz.png
                                          #20473    
                                        Old February 9th, 2012 (11:40 AM).
                                        redriders180's Avatar
                                        redriders180 redriders180 is offline
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                                          Quote:
                                          Originally Posted by anhminh View Post
                                          I need help, how to change those sprite to 8bpp? When i try to put it in platinum rom, it say this will probably not work because it not 8bpp, and sprite broken when i write it to rom.
                                          This is what i try to put into rom.
                                          img256.imageshack.us/img256/6682/unledzts.png
                                          img29.imageshack.us/img29/7416/unled2bz.png
                                          8bpp essentially means the picture has 256 different colors. This means you have to index it with 256 colors, as opposed to 16. I'm not sure what you used to index the sprite initially, but in Irfanview, you'd go to "increase color depth", and select 256 colors.
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                                            #20474    
                                          Old February 9th, 2012 (7:14 PM).
                                          anhminh anhminh is offline
                                             
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                                            Quote:
                                            Originally Posted by redriders180 View Post
                                            8bpp essentially means the picture has 256 different colors. This means you have to index it with 256 colors, as opposed to 16. I'm not sure what you used to index the sprite initially, but in Irfanview, you'd go to "increase color depth", and select 256 colors.
                                            I do exactly like you said, this time it doesn't say anything but sprite still broken
                                            Here is what it look like
                                            ttp://img855.imageshack.us/img855/5599/newpicture2e.png
                                              #20475    
                                            Old February 9th, 2012 (7:19 PM).
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                                              Quote:
                                              Originally Posted by anhminh View Post
                                              I do exactly like you said, this time it doesn't say anything but sprite still broken
                                              After increasing the color depth to 256 make sure to save the image as BMP.
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