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  #26    
Old February 7th, 2016 (9:47 AM).
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    What does it mean by Number of OWs when you are going to add a new OW?
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      #27    
    Old February 7th, 2016 (10:24 AM).
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    Quote:
    Originally Posted by Deltakirby View Post
    What does it mean by Number of OWs when you are going to add a new OW?
    How many OWs you want to insert. If you leave this field empty it will just add one OW. If you make it five for example it will import five OWs (they will have the same number of frames and type).

    It's mostly there for the convenience of those who know the number of OWs they want to add or insert. So instead of adding them one by one they can insert them all at once. It will just save them some clicks
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      #28    
    Old February 7th, 2016 (10:27 AM).
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      next gen
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        #29    
      Old February 7th, 2016 (10:41 AM). Edited February 7th, 2016 by Substitute Doll.
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        THX
        That's what I thought...
        Whats the limit on OW without JPan's hack?
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          #30    
        Old February 7th, 2016 (9:42 PM).
        azurile13 azurile13 is offline
           
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          Quote:
          Originally Posted by Deltakirby View Post
          THX
          That's what I thought...
          Whats the limit on OW without JPan's hack?
          Probably 240.
          @Kimonas I have another question :/
          Could you explain what addresses/method you used to determine whether or not there are multiple tables? I'm not using JPAN's engine, but I did expand beyond 256 Overworlds using his source code. But I rewrote some parts, and when I try to open the ROM I was working on, it only has OW Table 1 -> Overworld 0. It isn't loading my tables the correct way, so what exactly is the tool looking for? This seems like the most convenient way to add OWs beyond 0xFF, but I can't seem to get it to work without using the specific engine patch, despite my routines being fine in game :/
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            #31    
          Old February 8th, 2016 (5:15 AM).
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          Quote:
          Originally Posted by Deltakirby View Post
          Whats the limit on OW without JPan's hack?
          I think its 256, but OWs 240 and up are used for secret bases/union room. Check this tutorial (part 2.5)

          Quote:
          Originally Posted by azurile13 View Post
          @Kimonas I have another question :/
          Could you explain what addresses/method you used to determine whether or not there are multiple tables? I'm not using JPAN's engine, but I did expand beyond 256 Overworlds using his source code. But I rewrote some parts, and when I try to open the ROM I was working on, it only has OW Table 1 -> Overworld 0. It isn't loading my tables the correct way, so what exactly is the tool looking for? This seems like the most convenient way to add OWs beyond 0xFF, but I can't seem to get it to work without using the specific engine patch, despite my routines being fine in game :/
          When the rom is loaded an object of the RomInfo class is created (OWM.py in the beginning) which then loads all the necessary data and addresses from the rom.

          Every rom has three pointers for the Palette Table. OWM checks all of the possible pointer addresses and if it finds a set of three pointers that point to the same address it assigns the corresponding name. In OWM.py, line 32-33 is where this happens. Check the set_name and set_info functions for exact details.
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            #32    
          Old February 10th, 2016 (2:34 PM).
          vizor vizor is offline
             
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            Hey, nice work, but what about adding support for other language roms as well?

            You could just add an .ini file that allows hackers, that either use a foreing rom or repointed their offsets using this tool of yours as well. Since just supporting a few roms is kinda lame...
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              #33    
            Old February 11th, 2016 (6:45 AM).
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            Quote:
            Originally Posted by vizor View Post
            Hey, nice work, but what about adding support for other language roms as well?

            You could just add an .ini file that allows hackers, that either use a foreing rom or repointed their offsets using this tool of yours as well. Since just supporting a few roms is kinda lame...
            Thank you very much!

            Yeah, support for an ini would really make this tool more flexible. Actually, I've almost implemented the support for an ini. Just polishing some things.

            The ini will look like this


            Also, I changed the code a little bit. It first loads the rom's name from address 0xAC (*) and then loads the corresponding addresses from the ini. This way people could add their own profiles (for example [BPRI] and then the addresses in the given format) and the tool will load the correct addresses when the rom is opened

            (*) After it loads the rom's name it will check if JPAN or DSLN is installed and load the respective profile. Also, since many people use Mr.Dollsteak's base if the rom's name is MrDS it will treat it as a normal Fire Red (and then check for JPAN)
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              #34    
            Old February 12th, 2016 (10:38 AM).
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              my rom crashes in overworld editor. after using your tool
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                #35    
              Old February 13th, 2016 (5:45 AM).
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              Quote:
              Originally Posted by INDIAN MEW(ARAZI) View Post
              my rom crashes in overworld editor. after using your tool
              That's because OWM repoints the original table when a rom is loaded for the first time. To fix that open up the Sprites.ini of Overworld Editor. In the Sprite Bank for your rom insert the address of "Data Address" and in the SpritePaletteHeaders insert the address of "Palette Table" from OWM.
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                #36    
              Old February 13th, 2016 (5:48 AM).
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                Quote:
                Originally Posted by Kimonas View Post
                That's because OWM repoints the original table when a rom is loaded for the first time. To fix that open up the Sprites.ini of Overworld Editor. In the Sprite Bank for your rom insert the address of "Data Address" and in the SpritePaletteHeaders insert the address of "Palette Table" from OWM.
                thanxxx
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                  #37    
                Old February 15th, 2016 (9:54 AM).
                Ronildo Ronildo is offline
                   
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                  When you insert a sprite joe for not shaking his head

                  google translate

                  I am Brazilian.
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                    #38    
                  Old February 17th, 2016 (5:59 AM).
                  urzzz urzzz is offline
                     
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                    Been using this for a couple of days now. Great little tool!

                    Would be good if we could edit the palette index number to accompany the 'palette cleanup' system. As it seems if I import sprites with the same palette it registers it as a new palette.
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                      #39    
                    Old February 17th, 2016 (6:25 AM).
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                    Quote:
                    Originally Posted by urzzz View Post
                    Been using this for a couple of days now. Great little tool!
                    Thank you very much my friend! Glad to see people like it

                    Quote:
                    Originally Posted by urzzz View Post
                    Would be good if we could edit the palette index number to accompany the 'palette cleanup' system. As it seems if I import sprites with the same palette it registers it as a new palette.
                    Actually, that is a really good idea ! I'll implement that in the next update
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                      #40    
                    Old February 17th, 2016 (1:44 PM).
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                      Would it be possible if there could be an option to re-order the frames of each OWs? Say for instance, I will import a OW sheet of Volcanion... Since OWM will automatically split the frames and assign to its default frame number/position...
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                        #41    
                      Old February 17th, 2016 (7:16 PM).
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                        if you add a paint brush to modify ow after inserting like ow editor rebirth it will be awesome.
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                          #42    
                        Old February 18th, 2016 (9:53 AM).
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                        Quote:
                        Originally Posted by thedarkdragon11 View Post
                        Would it be possible if there could be an option to re-order the frames of each OWs? Say for instance, I will import a OW sheet of Volcanion... Since OWM will automatically split the frames and assign to its default frame number/position...
                        Meeeh, to much work for a very simple task. Just edit the order of the sprites in paint and re-insert it

                        Quote:
                        Originally Posted by Lightning X View Post
                        if you add a paint brush to modify ow after inserting like ow editor rebirth it will be awesome.
                        I was debating whether I should add an image viewer or an editor. In the end I chose a viewer as I always found the editor of OW editor Rebirth quite useless. I mean, why use that when there are programs like photoshop or even paint out there that would do the same job easier?
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                          #43    
                        Old February 19th, 2016 (4:32 AM). Edited February 19th, 2016 by Phantom Phoenix.
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                          this tool isn't working.
                          whatever ROM (BPRE-fr) squirrel, independent, fr with MrDS+jpans engine....I can't import pics for any over world...
                          *every time I want to import frames It warns me about((((different numbers of frames detected)))
                          whether it has correct frames or not.

                          *female protagonists running frames gets deleted.and if I use OW rebirth tool or play ROM as girl there are truly no frames for girl running(has 9 frames now which should be 20 including running frames).
                          * boy and girl protagonists bike ow become same.like if I insert a pokeball ow in the girl protagonists bike ow,boy's become same pokeball ow.
                          *playing the game as a girl when using running shoes as the running frames aren't there girls ow sometimes become riding by cycle or sliding in ice...
                          *OW 7 (girls ow id after your tool repointed the table)has 9 frames now after repointing..BUT ow id 69 (previous girl protagonists ow I'd before repointing) still has 20 frames (9 normal walking+11 frames for running ) and I THINK THAT'S CAUSING THE PROBLEM
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                            #44    
                          Old February 19th, 2016 (7:11 AM).
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                          Quote:
                          Originally Posted by Lightning X View Post
                          this tool isn't working.
                          whatever ROM (BPRE-fr) squirrel, independent, fr with MrDS+jpans engine....I can't import pics for any over world...
                          *every time I want to import frames It warns me about((((different numbers of frames detected)))
                          whether it has correct frames or not.
                          My best guess is that the dimensions of your image are not correct for the respective type and number of frames. The tool seems to work fine on me:



                          Quote:
                          Originally Posted by Lightning X View Post
                          *female protagonists running frames gets deleted.and if I use OW rebirth tool or play ROM as girl there are truly no frames for girl running(has 9 frames now which should be 20 including running frames).
                          They are not deleted they are right there, all 20 of them:


                          Quote:
                          Originally Posted by Lightning X View Post
                          * boy and girl protagonists bike ow become same.like if I insert a pokeball ow in the girl protagonists bike ow,boy's become same pokeball ow.
                          *playing the game as a girl when using running shoes as the running frames aren't there girls ow sometimes become riding by cycle or sliding in ice...
                          wut?


                          Quote:
                          Originally Posted by Lightning X View Post
                          *OW 7 (girls ow id after your tool repointed the table)has 9 frames now after repointing..BUT ow id 69 (previous girl protagonists ow I'd before repointing) still has 20 frames (9 normal walking+11 frames for running ) and I THINK THAT'S CAUSING THE PROBLEM
                          check second image

                          ~~~

                          I couldn't locate any of the issues you posted on a clean Fire Red (Squirrels) version.

                          Also the reason OW rebirth shows the OWs with a different id is because it is loading its offsets from the OW Data Pointers Table, in contrary with NSE and OWM that load them from the OW Pointers Table. Thats why the later two show the OWs with the same id as A-Map.
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                            #45    
                          Old February 20th, 2016 (5:49 PM).
                          Check10 Check10 is offline
                             
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                            Quote:
                            Pointers Table, Data Pointers, Frames Pointers and the Palette Table must be in an address that is a multiple of 4, else the OWs might not appear at all, or the screen will be black
                            So, with OWM repointing everything automatically, how can you ensure that it makes it a multiple of 4? All of mine have gone to a multiple of 4, except for the Pointer Address.
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                              #46    
                            Old February 22nd, 2016 (5:15 AM). Edited February 22nd, 2016 by urzzz.
                            urzzz urzzz is offline
                               
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                              Just a quick update on a bug I've found.

                              Upon using the tool, once you come across a Pokémon centre and heal. The game will either crash or Nurse Joy will violently thrash her head about as if she's listening to Metallica...:|

                              I've tried this on an original fire red ROM with no editing of the sprite in question so it seems it's most probably an issue with the repointing of the original frames?

                              I've had a look at the script for the default Pokémon centre healing script. It seems the 0x5B movement command is the culprit here. If anyone wants a quick fix. Just replace that 0x5B with 0x0 and you shouldn't have a problem (although you'll be devestated to know nurse joy won't give you that kind, warmhearted nod as you walk away...)

                              Edit: This seems to be a problem with a number of things (The field move animations where the trainer holds up his Pokéball during surf and fly) I imagine others are affected too.
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                                #47    
                              Old February 22nd, 2016 (7:12 AM). Edited February 22nd, 2016 by Phantom Phoenix.
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                                Quote:
                                Originally Posted by urzzz View Post
                                Just a quick update on a bug I've found.

                                Upon using the tool, once you come across a Pokémon centre and heal. The game will either crash or Nurse Joy will violently thrash her head about as if she's listening to Metallica...

                                I've tried this on an original fire red ROM with no editing of the sprite in question so it seems it's most probably an issue with the repointing of the original frames?

                                I've had a look at the script for the default Pokémon centre healing script. It seems the 0x5B movement command is the culprit here. If anyone wants a quick fix. Just replace that 0x5B with 0x0 and you shouldn't have a problem (although you'll be devestated to know nurse joy won't give you that kind, warmhearted nod as you walk away...)

                                Edit: This seems to be a problem with a number of things (The field move animations where the trainer holds up his Pokéball during surf and fly) I imagine others are affected too.
                                to fix nurse joy OW from that bug find your nurse joy ow data address in OWM go in that address in a hex editor.then after 0x18 bytes you will see a pointer 70 34 3A 08..just change 70 34 to
                                E4 35 and save...
                                Note.....if your hero's ow data sprite is at 80040c after OWM repointed your table ,then Nurse joy OW is at 800D0C.So from there after 0x18 bytes it's 800D24.So there you will see 70343A08.just change 7034 to E435..
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                                  #48    
                                Old February 22nd, 2016 (8:05 AM).
                                urzzz urzzz is offline
                                   
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                                  That worked great. Thanks for that.
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                                    #49    
                                  Old February 22nd, 2016 (11:45 AM).
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                                  Quote:
                                  Originally Posted by Lightning X View Post
                                  to fix nurse joy OW from that bug find your nurse joy ow data address in OWM go in that address in a hex editor.then after 0x18 bytes you will see a pointer 70 34 3A 08..just change 70 34 to
                                  E4 35 and save...
                                  Note.....if your hero's ow data sprite is at 80040c after OWM repointed your table ,then Nurse joy OW is at 800D0C.So from there after 0x18 bytes it's 800D24.So there you will see 70343A08.just change 7034 to E435..
                                  Quote:
                                  Originally Posted by urzzz View Post
                                  Just a quick update on a bug I've found.

                                  Upon using the tool, once you come across a Pokémon centre and heal. The game will either crash or Nurse Joy will violently thrash her head about as if she's listening to Metallica...

                                  I've tried this on an original fire red ROM with no editing of the sprite in question so it seems it's most probably an issue with the repointing of the original frames?

                                  I've had a look at the script for the default Pokémon centre healing script. It seems the 0x5B movement command is the culprit here. If anyone wants a quick fix. Just replace that 0x5B with 0x0 and you shouldn't have a problem (although you'll be devestated to know nurse joy won't give you that kind, warmhearted nod as you walk away...)

                                  Edit: This seems to be a problem with a number of things (The field move animations where the trainer holds up his Pokéball during surf and fly) I imagine others are affected too.
                                  Thanks for reporting that and sorry for the inconvenience. When I was coding it I never took under consideration that pointer (after 0x18) which is responsible for the OW's animations and that why OW's with "special" animations aren't working properly. But, I m changing the code right now to handle that matter. It'll be fixed in the next update. Also i'll release a full list with the fixes for all the OW's that were repointed with this version.
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                                    #50    
                                  Old February 28th, 2016 (1:18 PM).
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                                    Hey! Is there any way for me to use NSE 1.7.5 after using this tool? It repointed the table, so now it has an error on load, and I can't figure out a way for it to read the new table. Thanks! I like this tool, but I like using NSE because of the .nsl files.
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