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  #23926    
Old February 20th, 2013 (7:57 AM).
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LocksmithArmy LocksmithArmy is offline
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    awesome... thanks... makes life much easier
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      #23927    
    Old February 20th, 2013 (11:14 AM).
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    Doom Chaos Doom Chaos is offline
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      Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
        #23928    
      Old February 20th, 2013 (11:18 AM).
      karatekid552's Avatar
      karatekid552 karatekid552 is offline
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        Quote:
        Originally Posted by Doom Chaos View Post
        Yo, currently hacking Pokemon Emerald and I'd like to do the following: change Wallace's battle theme (which is currently the champion theme) to the Regi's encounter theme. I'm not sure which tool I'm supposed to use for this. Help?
        Most likely, a hex editor. Battle themes are not fun things to play with. You should find someone who knows a lot about music hacking.
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          #23929    
        Old February 20th, 2013 (12:03 PM).
        95gemello7's Avatar
        95gemello7 95gemello7 is offline
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          I have a problem... How can I repeat the start of Dragon Claw's animation?
          This is the animation's code i would repeat:
          Spoiler:
          002D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07


          According to what I found in the tutorial of Chaos Rush, when the attack crashes you can end its animation and put another after it... But I can't repeat twice that animation!
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            #23930    
          Old February 20th, 2013 (2:34 PM). Edited February 20th, 2013 by iDowngrade.
          iDowngrade iDowngrade is offline
             
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            Please help!

            When i import my front pokemon sprite with unlz.gba, it goes alright.
            But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

            Please help!

            When i import my front pokemon sprite with unlz.gba, it goes alright.
            But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
              #23931    
            Old February 20th, 2013 (3:55 PM).
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            Teh Blazer Teh Blazer is offline
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              Quote:
              Originally Posted by iDowngrade View Post
              Please help!

              When i import my front pokemon sprite with unlz.gba, it goes alright.
              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?

              Please help!

              When i import my front pokemon sprite with unlz.gba, it goes alright.
              But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
              The front sprite uses normal palettes and the backsprite (in unlz.gba) uses the shiny palette. When you import a new sprite, you are changing the palette (even if it's the same image, you're changing around which color goes first in the palette order) so instead of "blue green orange yellow" it becomes "yellow orange green blue"-- all of the blues in the original become yellow, all of the green's become orange, etc. even if the same colors were used.

              There are other tools out there that specifically specialize in inserting front and back sprites (Wichu's Advance Sprite Editor, for example) and unlz.gba tends to mess up people when it comes to palettes.
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                #23932    
              Old February 20th, 2013 (4:11 PM).
              karatekid552's Avatar
              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
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                Quote:
                Originally Posted by 95gemello7 View Post
                I have a problem... How can I repeat the start of Dragon Claw's animation?
                This is the animation's code i would repeat:
                Spoiler:
                002D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07


                According to what I found in the tutorial of Chaos Rush, when the attack crashes you can end its animation and put another after it... But I can't repeat twice that animation!
                So, you cut the animation out to the point that it crashes. Now, did you remove the byte that caused it to crash? That could be your problem. Remove that byte and then duplicate the animation and see how it goes.
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                  #23933    
                Old February 21st, 2013 (8:21 AM).
                QuartierGenerale QuartierGenerale is offline
                   
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                  Quote:
                  Originally Posted by karatekid552 View Post
                  My guess is that there isa second pallete. Keep looking in VBA's pallete editor as there is probobly one pallete for the bag and one for the grass.
                  Yes, probably there's a second palette...but neither bg nor obj are good for grass...where can i find a third palette?
                    #23934    
                  Old February 21st, 2013 (8:32 AM). Edited February 21st, 2013 by karatekid552.
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                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
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                    Quote:
                    Originally Posted by QuartierGenerale View Post
                    Yes, probably there's a second palette...but neither bg nor obj are good for grass...where can i find a third palette?
                    Go into the tile viewer and find the grass. Then look and see if it gives a number for "pal". Hopefully, this will be shown and it is the pallet row (if the top row is 0) in VBA. I'll give it a look also.

                    Edit:
                    Never mind, it doesn't tell which pallet. However, I believe it to be pal #1 (if the top row is 0) in the bg pallets. So, open up the memory viewer to the location of the pallet and search for those bytes in a hex editor.
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                      #23935    
                    Old February 21st, 2013 (9:30 AM).
                    QuartierGenerale QuartierGenerale is offline
                       
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                      It's a terrible palette with 8 identical yellow ad a couple of green

                      is there a way to change it?
                        #23936    
                      Old February 21st, 2013 (10:08 AM).
                      95gemello7's Avatar
                      95gemello7 95gemello7 is offline
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                        For this question I have to do an example...
                        I have Dragon Claw's animation code:
                        Spoiler:
                        00 2D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E00 0D 00 32 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 08 8203 F6 FF F6 FF 00 00 02 E8 79 3E 08 82 03 F6 FF 0A 00 00 00 02 88 7B 3E 08 0205 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 0010 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 0004 02 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 00 0219 00 10 00 2E 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 0882 03 0A 00 F6 FF 01 00 02 E8 79 3E 08 82 03 0A 00 0A 00 01 00 02 88 7B 3E 0802 05 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E00 0F 00 CE FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 0032 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 0000 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 0202 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 743E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 0207 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 03 F9 A7 0B 08 0A 05 02 00 04 00 08 00 00 00 7F 02 05 08 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 3200 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 0004 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 0238 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 0802 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 0F 08 00


                        How can I remove the claw's animation, that is the same of crush claw? I tried to find the same code of crush claw, but there isn't... How can I do this...?
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                          #23937    
                        Old February 21st, 2013 (10:23 AM). Edited February 21st, 2013 by karatekid552.
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                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by QuartierGenerale View Post
                          It's a terrible palette with 8 identical yellow ad a couple of green

                          is there a way to change it?
                          Here is how you change a pallette that you see in VBA. Each color is two bytes. So, make note of the memory location of the first pallet. In this case, it is 0x05000020. Now, open up the VBA memory viewer and go to that offset. Type the next 0x20 (32 dec) bytes you see in the memory viewer into the search function in HxD and search for them. Sorry, no copy amd paste in the memory viewer. Then, the location of the first byte of your pallet is the location of pallette in APE.

                          I just found the pallette myself, however I will put it in a spoiler so you can cross check it yourself. Find it on your own, don't cheat!
                          Spoiler:
                          0x3F630C


                          Now, open up that location in APE and edit it!

                          Quote:
                          Originally Posted by 95gemello7 View Post
                          For this question I have to do an example...
                          I have Dragon Claw's animation code:
                          Spoiler:
                          00 2D 27 00 37 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 0203 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 0E AD 31 1D 08 0E AD 31 1D08 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E00 0D 00 32 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 08 8203 F6 FF F6 FF 00 00 02 E8 79 3E 08 82 03 F6 FF 0A 00 00 00 02 88 7B 3E 08 0205 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 0010 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 0004 02 02 54 4E 3D 08 02 02 06 00 04 00 02 38 74 3E 08 02 07 00 00 1C 00 00 0219 00 10 00 2E 00 00 00 04 02 03 DD D3 0D 08 05 02 81 00 3F 00 02 E8 79 3E 0882 03 0A 00 F6 FF 01 00 02 E8 79 3E 08 82 03 0A 00 0A 00 01 00 02 88 7B 3E 0802 05 FC FF 01 00 0A 00 03 00 01 00 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E00 0F 00 CE FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 0032 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 0000 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 0202 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 743E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 0207 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 03 F9 A7 0B 08 0A 05 02 00 04 00 08 00 00 00 7F 02 05 08 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 3200 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 0004 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 0238 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 0802 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 0F 08 00


                          How can I remove the claw's animation, that is the same of crush claw? I tried to find the same code of crush claw, but there isn't... How can I do this...?
                          Well, from what I have seen, we don't know a ton about graphic movement on the screen. However, my best guess would be to find the graphic for the claw in unLz and make note of the offset. Take that offset and turn it into a pointer and see if that pointer is in your animation. If it is, then that is definitely the section which has the claw animation. Remove that section and play around with the sections around it until it works.
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                            #23938    
                          Old February 21st, 2013 (11:48 AM).
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                          Garuga17 Garuga17 is offline
                             
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                            err... someone can help me out?

                            My roms is always freezing when it tried to evolving Pokemon, it seems that there are somethings wrong with the routine(i don't know though..), or maybe something else..

                            any suggestion what i should do? maybe inserting new evolution routine? or just fix the existing one? please help D:
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                              #23939    
                            Old February 21st, 2013 (12:12 PM).
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                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by Garuga17 View Post
                              err... someone can help me out?

                              My roms is always freezing when it tried to evolving Pokemon, it seems that there are somethings wrong with the routine(i don't know though..), or maybe something else..

                              any suggestion what i should do? maybe inserting new evolution routine? or just fix the existing one? please help D:
                              I've got you bro. Now, are we dealing specifically with items, or evolutions in general? There are three different but similar evolution routines. One for items, one for level up, and one for trading.
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                                #23940    
                              Old February 21st, 2013 (12:48 PM).
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                              95gemello7 95gemello7 is offline
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                                Quote:
                                Originally Posted by karatekid552 View Post
                                Well, from what I have seen, we don't know a ton about graphic movement on the screen. However, my best guess would be to find the graphic for the claw in unLz and make note of the offset. Take that offset and turn it into a pointer and see if that pointer is in your animation. If it is, then that is definitely the section which has the claw animation. Remove that section and play around with the sections around it until it works.
                                I find out that offset in unLz, but there isn't the pointer in the animation code... So i achieved to repeat twice that first part of Dragon Claw... My problem now is this: how can I delete the orange/red coloration assumed by the Pokémon after it used Dragon Claw?
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                                  #23941    
                                Old February 21st, 2013 (12:52 PM).
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                                LocksmithArmy LocksmithArmy is offline
                                Mew!
                                   
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                                  HEY... y cant I checkitem...

                                  none of my checkitem scripts work... it acts like I have the item... even if I dont...

                                  I made a new item (its a land deed) its item 0x15B

                                  so I have a script
                                  checkitem 0x15B 1
                                  if == jump 0xwherever

                                  it just jumped without checking (cause i did not have the item at the time)

                                  is there something wrong with my layout?
                                  I even tried
                                  if true jump 0xwherever
                                  and got the same result
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                                    #23942    
                                  Old February 21st, 2013 (12:59 PM). Edited February 21st, 2013 by karatekid552.
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                                  karatekid552 karatekid552 is offline
                                  What happens if I push it?....
                                     
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                                    Quote:
                                    Originally Posted by 95gemello7 View Post
                                    I find out that offset in unLz, but there isn't the pointer in the animation code... So i achieved to repeat twice that first part of Dragon Claw... My problem now is this: how can I delete the orange/red coloration assumed by the Pokémon after it used Dragon Claw?
                                    My best advice: just delete things until you know what does what. The animation will most likely run in order (why wouldn't it) so if you want to delete the last thing that happens, remove the last set of instructions. Just play with it until it works.

                                    Quote:
                                    Originally Posted by LocksmithArmy View Post
                                    HEY... y cant I checkitem...

                                    none of my checkitem scripts work... it acts like I have the item... even if I dont...

                                    I made a new item (its a land deed) its item 0x15B

                                    so I have a script
                                    checkitem 0x15B 1
                                    if == jump 0xwherever

                                    it just jumped without checking (cause i did not have the item at the time)

                                    is there something wrong with my layout?
                                    I even tried
                                    if true jump 0xwherever
                                    and got the same result
                                    Checkitem stores the result on 0x800D (Lastresult). So, you need to compare LASTRESULT 0x1. Then you can use the if command.
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                                      #23943    
                                    Old February 21st, 2013 (1:29 PM).
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                                    LocksmithArmy LocksmithArmy is offline
                                    Mew!
                                       
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                                      your an amazing soul....

                                      i was afraid I would run out of flags... but tis will save me several.
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                                        #23944    
                                      Old February 21st, 2013 (1:46 PM). Edited February 21st, 2013 by giradialkia.
                                      iDowngrade iDowngrade is offline
                                         
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                                        Quote:
                                        Originally Posted by Teh Blazer View Post
                                        The front sprite uses normal palettes and the backsprite (in unlz.gba) uses the shiny palette. When you import a new sprite, you are changing the palette (even if it's the same image, you're changing around which color goes first in the palette order) so instead of "blue green orange yellow" it becomes "yellow orange green blue"-- all of the blues in the original become yellow, all of the green's become orange, etc. even if the same colors were used.

                                        There are other tools out there that specifically specialize in inserting front and back sprites (Wichu's Advance Sprite Editor, for example) and unlz.gba tends to mess up people when it comes to palettes.
                                        You mean that if i insert my stuff with wichu's sprite editor the palette will not get messed up? ill test it later, thanks for your help!

                                        Quote:
                                        Originally Posted by Teh Blazer View Post
                                        The front sprite uses normal palettes and the backsprite (in unlz.gba) uses the shiny palette. When you import a new sprite, you are changing the palette (even if it's the same image, you're changing around which color goes first in the palette order) so instead of "blue green orange yellow" it becomes "yellow orange green blue"-- all of the blues in the original become yellow, all of the green's become orange, etc. even if the same colors were used.

                                        There are other tools out there that specifically specialize in inserting front and back sprites (Wichu's Advance Sprite Editor, for example) and unlz.gba tends to mess up people when it comes to palettes.
                                        Not working, can you tell me how do i fix the pallette or a working and tested video on how to fix this problem?

                                        And if someone else wants to help me with this

                                        Please help!

                                        When i import my front pokemon sprite with unlz.gba, it goes alright.
                                        But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                                          #23945    
                                        Old February 21st, 2013 (5:10 PM). Edited February 21st, 2013 by giradialkia.
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                                        karatekid552 karatekid552 is offline
                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by LocksmithArmy View Post
                                          your an amazing soul....

                                          i was afraid I would run out of flags... but tis will save me several.
                                          If you run out of flags, I have a risky, but worth it solution. Just let me know if you do.

                                          Quote:
                                          Originally Posted by iDowngrade View Post
                                          You mean that if i insert my stuff with wichu's sprite editor the palette will not get messed up? ill test it later, thanks for your help!



                                          Not working, can you tell me how do i fix the pallette or a working and tested video on how to fix this problem?

                                          And if someone else wants to help me with this

                                          Please help!

                                          When i import my front pokemon sprite with unlz.gba, it goes alright.
                                          But when i import my back pokemon sprite with unlz.gba, when i test it ingame, the palette gets automatically messed up, any helps?
                                          Please, never use that giant text again. Please. Also, the pallette is messed up because they both share a pallette. A much better way to do it would be to use GIMP and index them both with the same pallette before insertion. An even easier way, just use Wichu's Sprite Editor: The Advance Series. It does the pallettes for you and will also do shiny pallettes very easily.

                                          Edit: I see you've already used Wichu's but your giant text prevented me from seeing the first part of your message. No kidding. Give it another try. The problem is that your images will have to share the same pallette before going into Wichu's sprite editor.
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                                            #23946    
                                          Old February 22nd, 2013 (3:07 AM).
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                                          trafalgar trafalgar is offline
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                                            As the title suggests I have a big problem with the program vba sdl h.
                                            The problem is that it did not create the trace file while performing the steps right.
                                            I hope some of you can help me.
                                              #23947    
                                            Old February 22nd, 2013 (4:38 AM).
                                            QuartierGenerale QuartierGenerale is offline
                                               
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                                              Thanks karatekid, i'll try
                                                #23948    
                                              Old February 22nd, 2013 (8:34 AM).
                                              SporreKing SporreKing is offline
                                                 
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                                                Hello there! I have a question which i really need to be answered. I repointed the pointer which points to the OWS-table to 0x00801000 and i copyed and pasted the old OWS-table to 0x00801000. Then i added a new pointer to that table pointing to 0x00802000 where i've added a copy of the hero-data. Now i open NSE and go to "View>Offset". I tried putting in various offsets because i didn't know which one it wanted me to give. I tried giving it the offset to where the pointer to the sprite-table was (the one i repointed to 0x00801000), i tried giving it the offset to the actuall spritetable, i tried giving it 0x0080125C which is the pointer in the spritetable which leads to 0x00802000 where i have the sprite-data. All this, but i couldn't get the texture to show up in NSE!! And when i activate "Advanced Mode" and go to the first default sprite (Hero) I see that under "Sprite Pointer: " It sais "$H35BB68". When i once again put in "80125C" at "View>Offset" I see that "Sprite Pointer: " is the value which is changing. So i go back to the default hero and check the "Sprite Pointer: " and ofc it shows "$H35BB68" So i go to my Hex Workshop and go to the offset "0035BB68" but it just leads me to a bucnh of zeros?!?!?! So which offset am i going to add to "View>Offset"? I mean, if the no. 1 sprite which is hero points to "35BB68" which is only a bunch of zero's, how can that offset possibly give the texture to the hero? And how am i supposed to find the "zero space" of my sprite?!
                                                  #23949    
                                                Old February 22nd, 2013 (8:54 AM).
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                                                karatekid552 karatekid552 is offline
                                                What happens if I push it?....
                                                   
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                                                  Quote:
                                                  Originally Posted by SporreKing View Post
                                                  Hello there! I have a question which i really need to be answered. I repointed the pointer which points to the OWS-table to 0x00801000 and i copyed and pasted the old OWS-table to 0x00801000. Then i added a new pointer to that table pointing to 0x00802000 where i've added a copy of the hero-data. Now i open NSE and go to "View>Offset". I tried putting in various offsets because i didn't know which one it wanted me to give. I tried giving it the offset to where the pointer to the sprite-table was (the one i repointed to 0x00801000), i tried giving it the offset to the actuall spritetable, i tried giving it 0x0080125C which is the pointer in the spritetable which leads to 0x00802000 where i have the sprite-data. All this, but i couldn't get the texture to show up in NSE!! And when i activate "Advanced Mode" and go to the first default sprite (Hero) I see that under "Sprite Pointer: " It sais "$H35BB68". When i once again put in "80125C" at "View>Offset" I see that "Sprite Pointer: " is the value which is changing. So i go back to the default hero and check the "Sprite Pointer: " and ofc it shows "$H35BB68" So i go to my Hex Workshop and go to the offset "0035BB68" but it just leads me to a bucnh of zeros?!?!?! So which offset am i going to add to "View>Offset"? I mean, if the no. 1 sprite which is hero points to "35BB68" which is only a bunch of zero's, how can that offset possibly give the texture to the hero? And how am i supposed to find the "zero space" of my sprite?!
                                                  I'm just going to tell you how to add a new OW. First, never use the hero data for an OW template, pick a regular OW. Now, copy and paste the data that the pointer in our first table points to (the one that begins FFFF10) to some free space. Create a pointer at end of our table to this new location.

                                                  Now, modify the ini file for NSE to reflect the new location of our table.

                                                  Next, open NSE and go into options and turn "Advanced Mode" on. Then go under boundaries and turn them all off.

                                                  Now you should be able to edit your new sprite, very similar to how it works in OWERE. Remember to repoint the sprite pointer so a new bank. NSE can create this new bank, the in a preference option in one of the menus.
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                                                    #23950    
                                                  Old February 22nd, 2013 (8:55 AM).
                                                  iDowngrade iDowngrade is offline
                                                     
                                                    Join Date: Jan 2013
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                                                    Posts: 34
                                                    Quote:
                                                    Originally Posted by karatekid552 View Post
                                                    If you run out of flags, I have a risky, but worth it solution. Just let me know if you do.



                                                    Please, never use that giant text again. Please. Also, the pallette is messed up because they both share a pallette. A much better way to do it would be to use GIMP and index them both with the same pallette before insertion. An even easier way, just use Wichu's Sprite Editor: The Advance Series. It does the pallettes for you and will also do shiny pallettes very easily.

                                                    Edit: I see you've already used Wichu's but your giant text prevented me from seeing the first part of your message. No kidding. Give it another try. The problem is that your images will have to share the same pallette before going into Wichu's sprite editor.
                                                    sorry for the giant letter, and thanks, ill give it a try later
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