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[Graphic✓] New Overworld Sprites

7
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1
Years
    • Seen Jul 15, 2022
    Hi Peeps,
    I'm wanting to edit, add or replace overworld sprites for NPCs etc.
    I see that many use similar palettes, is there a way to unlink these palettes and add in others as well as new NPCs?
    Or at least the files to figure out which NPC/Object uses which pallete so I can just replace them?
    Also what are the palette reflection files?
    Thanks so much!
     

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • Hi Peeps,
    I'm wanting to edit, add or replace overworld sprites for NPCs etc.
    I see that many use similar palettes, is there a way to unlink these palettes and add in others as well as new NPCs?
    Or at least the files to figure out which NPC/Object uses which pallete so I can just replace them?
    Also what are the palette reflection files?
    Thanks so much!
    I don't know about "unlinking the palettes", but yes, of course you can add new event object graphics.
    There's a tutorial about that in Pokeemerald's wiki, and while it's currently outdated, it serves to learn which files you have to modify.
    https://github.com/pret/pokeemerald/wiki/Adding-new-overworlds

    Honestly, dealing with the overworld palettes is a pain in the ass that's why everyone prefers to use the Dynamic Overworld Palettes system also linked in the wiki.
    The system makes sure that only the palettes that are actually on screen remain active, and the ones that aren't used are discarded.
     
    7
    Posts
    1
    Years
    • Seen Jul 15, 2022
    Dynamic Overworld Palettes system
    Thanks, is there a guide on how to implement this with decomp?
    Some of the threads I've found seem to suggest it's quite broken atm?
    https://www.pokecommunity.com/showthread.php?t=446473

    Edit:
    Started following the guide, all compiles well without errors but I get weird colouration on my sprite....
    Almost as though the palette is wrong, I do get this warning on compile tho, which I'm not sure if it's serious or not:
    libpng warning: bKGD: invalid index
    Edit2:
    Found the issue, it was from palette index "fighting" in the "object_event_graphics_info.h" .paletteSlot, declaration, changed the index around a bit and found one that works for now.
     
    Last edited:

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • 7
    Posts
    1
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    • Seen Jul 15, 2022
    By guide I mean the link you provided:
    https://github.com/pret/pokeemerald/wiki/Adding-new-overworlds

    I was not meant to use this info?
    I am not sure how to implement the dynamic system yet, I just started this project a few weeks ago using the automated decomp creator so I guess it's the default without dynamic palettes?
    I've added a number of maps and edits so far, will try and go through how to manually update it thanks.
     

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • By guide I mean the link you provided:
    https://github.com/pret/pokeemerald/wiki/Adding-new-overworlds

    I was not meant to use this info?
    As I said before, I think it's out of date but that it can be used to get the list of files involved in the process.
    If it's all still working though, then that's that.
    I am not sure how to implement the dynamic system yet, I just started this project a few weeks ago using the automated decomp creator so I guess it's the default without dynamic palettes?
    I've added a number of maps and edits so far, will try and go through how to manually update it thanks.
    Yeah, the dynamic overworld palette system is a community-made complement, so clean projects don't have it, be it projects using Pret's Pokeemerald or RHH's Pokeemerald-expansion
    It needs to be incorporated manually, if it's deemed necessary.
     
    7
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    1
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    • Seen Jul 15, 2022
    Got this system working, for those who might need this in the future I downloaded the source code from ExpoSeeds respoitory here:
    https://github.com/pret/pokeemerald/compare/master...ExpoSeed:dynamic-ow-pals?diff=unified
    And simply replaced the 12 files in question.
    You can use something like WinMerge to help you find the files and replace them easily

    Then I followed this guide to actually add the palette/graphic link to the game:
    https://github.com/pret/pokeemerald/wiki/Adding-new-overworlds
    Even tho it's outdated, it still seemed to work ok, only noticed a few name changes but if you just copy and paste from an existing entry, it seems to work fine. 👍
     

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • And simply replaced the 12 files in question.
    Just so you know, that's not exactly a good idea in general terms.
    You were lucky because you weren't using any feature branches that modified any of those 12 files you replaced, but if you were, you would have had errors to solve, as Expo's Dynamic Overworld Palettes wouldn't have taken those extra feature branches into account. It only explicitly contains Dynamic Overworld Palettes system after all.

    That is the reason why when an automatic merge attempt is out of question due to the amount of merge conflicts or some other reason, I suggest to apply the changes manually by checking them through GitHub Compare like I mentioned above.

    Congratulations on getting everything working though :smile:
     
    7
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    1
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    • Seen Jul 15, 2022
    Yeah I totally understand, I just took a gamble since it would have been a pain otherwise 😆
    Luckily it paid off, all pretty stable thus far
     

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • Hi, does this work for pokefirered too? Or Is a exclusive to pokeemerald?
    Nothing is inherently exclusive. It's all code, and both codebases are very, very similar for the most part.
    https://github.com/pret/pokeemerald/wiki/Adding-new-event-object-or-overworld-sprites

    That being said, the DOP branch linked above is specifically Pokeemerald-based.
    You can port its changes to a Pokefirered project if you feel inclined to, just keep in mind it may not be as straightforward as "copy this and paste it there".
     
    2
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    5
    Years
    • Seen Apr 28, 2024
    Nothing is inherently exclusive. It's all code, and both codebases are very, very similar for the most part.
    https://github.com/pret/pokeemerald/wiki/Adding-new-event-object-or-overworld-sprites

    That being said, the DOP branch linked above is specifically Pokeemerald-based.
    You can port its changes to a Pokefirered project if you feel inclined to, just keep in mind it may not be as straightforward as "copy this and paste it there".

    Okay so I could be compiled but will need to be tweaked an adapted for pokefirered. I did have a look through the code and saw most of it was similar, but that parts didn't match up fully. I was sort of hoping someone had already made these changes on pokefirered as I'm definitely a beginner at Decomp hacking, I've managed a few graphical changes nothing to big. I'll see if I can have a go at changing what I can

    Thanks for the reply much appreciated
     
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