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Development 12 Palettes for Icons

Started by Makotto February 22nd, 2018 1:48 PM
  • 4222 views
  • 16 replies
Male
Rio Grande do Sul, Brazil
Seen November 6th, 2018
Posted August 14th, 2018
25 posts
3.6 Years
Update 1: https://www.pokecommunity.com/showpost.php?p=9865251&postcount=9

My first post contributing to the community, I'm so excited.
Sorry for bad english.I tried so hard and get so far, but in the end, it doesn't even matter.

12 PALETTES FOR POKEMON ICONS
Hey, like the box ones
Spoiler:

Sorry, this image is so unnecessary big, but I don't know another way to show it.

If you were like me, you would have wondered why there is just 3 palettes for icons, when you sure have space for more.
Pokedex and Summary Screen loads just the pallete of the 'mon shown in the screen at the moment, and the box, trainer card and party screen have space at least 12 unused palletes.
And the worst, the 3 palettes used are simply ugly, I don't know why they used it in further games like BW.
But, I know how we can do better! I took the 7 gen sprites and made a row of 12 pallets with it, trying to cover every single Pokémon as close as I could to the the actual colors.
This is what I get in the end:

(I put 3 separated if someone want to use then, but don't want to expand the number of the palettes used)
Here is an example of what we can do using this palettes and how close we can get to the last gen:

I have done almost evertything alone, but I couldn't complete this because I don't know how to "transfer" the palletes from trainer card from the "background" to the "sprites" layer =(.
And probabily you have to make the game regonize then, making it read the pallete from icons on trainer card from the other area, it's just a guess, I don't know, I thought someone here could help me :3.

Anyway, I have made:
Spoiler:
(All offsets for Fire Red, but it should be easy to find the EM ones.)
First of all, change the byte in 0x097090 to 0F.
Afther this, insert your new palettes in the rom, they should be uncompressed and put one after the other.
Here are my palletes in hex for the ones who want:
Spoiler:

Palette 1

6C42
CE39
FF7F
FF7F
5626
7F1B
5819
5E16
706A
884D
DA39
FF56
0E57
083A
4A29
C618


Palette 2

6C42
CE39
F75E
FF7F
E925
CE22
7527
5E16
6E21
5626
7F1B
9E4B
1E32
3921
4A29
C618


Palette 3

6C42
CE39
F75A
FF7F
A959
906A
162E
1D47
5626
7F1B
3921
4D49
F369
4D25
4A29
C618


Palette 4

6C42
CE39
F75E
FF7F
0846
0D63
C925
CE2E
1425
BC39
DF52
D225
BC32
9E67
4A29
C618


Palette 5

6C42
CE39
F75E
FF7F
0E39
D651
3352
1A6F
6E21
5626
7F1B
E538
8855
6F7E
4A29
C618


Palette 6

6C42
CE39
F75E
FF7F
0E39
A749
8E66
977F
6E21
5626
7F1B
C629
D651
8A3E
4A29
C618


Palette 7

6C42
CE39
F75E
FF7F
6B3D
3152
1425
BE35
C95D
EF7E
DF52
DF5F
F729
5E23
4A29
C618
Palette 8

6C42
3146
F75E
FF7F
E538
C955
CD7E
977F
351D
FC29
B165
CE39
7F33
1722
4A29
C618


Palette 9

6C42
CE39
F75E
FF7F
9A21
B73E
6E55
365E
5941
D128
0D63
0846
5D2F
D225
4A29
C618


Palette 10

6C42
CE39
F75E
FF7F
482E
2E47
5819
5E16
6E21
5626
7F1B
9E4B
AC7A
EB45
4A29
C618


Palette 11

6C42
CE39
F75E
FF7F
351D
DE21
C959
147F
FC46
D235
1539
5C56
9E4B
7726
4A29
C618


Palette 12

6C42
CE39
F75E
FF7F
E538
8855
6F7E
5F22
352D
3E4E
A84E
C629
BE57
322A
4A29
C618

Repoint the original first one 0x3D3740.
After this, repoint the table at 0x3D4038 and create your new one, the format of an entry is (PALETTE POINTER) and ("C0 DA 00 00" + pallete id) well, I don't get how it work so well, but if you want to box, pokedex, summary screen and party screen work, just use this table format for your palette not overwrite or be overwriten by any other:
Spoiler:
(PALETTE 1 POINTER) C0 DA 00 00 (PALETTE 2 POINTER) C1 DA 00 00 (PALETTE 3 POINTER) C2 DA 00 00 (PALETTE 4 POINTER) C3 DA 00 00 (PALETTE 5 POINTER) C4 DA 00 00 (PALETTE 6 POINTER) C5 DA 00 00 (PALETTE 7 POINTER) C8 DA 00 00 (PALETTE 8 POINTER) C7 DA 00 00 (PALETTE 9 POINTER) CB DA 00 00 (PALETTE 10 POINTER) CC DA 00 00 (PALETTE 11 POINTER) CD DA 00 00 (PALETTE 12 POINTER) CE DA 00 00 00 00 00 00
The last entry in the table has to be 00 00 00 00

And that's it.
Doing it the new palettes should be correct load in party, summary screen, box and pokedex and the Pokemon can use then.
I don't remember of another use for Pokemons icons so I don't tested it.
Trainer Card it still work, just Pokémon won't be loaded in the correct pallete, a poor fix to it is just throwing away the function of printing Pokémon, but for me and the most of rom hackers, this shouldn't be a option.
For the make the 'mons use the new palletes, just redo the table in 0x3D3E80, one byte per Pokémon, each one control what palette it will use. 00 for Palette 1, 01 for Palette 2, etc.
No need to say, but if you expanded the dex, this table will be in another place.

I will be adapting every single Pokémon sprites from SUN/MOON UNTIL GEN 7 for my new palettes, make second frames and I will do a resource thread with it if someone help with trainer card, if no one helps, there is no point of pointing this resource and even I will have no use for it ;~~;.

Thanks for reading, I hope someway this helped the community to make even better rom hacks.
^^

DizzyEgg

Age 22
Male
Poland
Seen 20 Hours Ago
Posted 1 Week Ago
785 posts
5.7 Years
puff
Nice work but I believe the highest you can go with icon palettes is 6. Pokemon's icons are objects and you can have up to 16 different object palettes loaded at once. Reason gamefreak went with just 3(well actually 6 but left them unused) is because of PC boxes. I once checked how pals were used and I think there were 3 free slots, the rest was taken by:
- the mon you're viewing
- window boxes
- the white/yellow hand
- pokemon makrs
- various texts
- that pkmn data thingy
Male
Rio Grande do Sul, Brazil
Seen November 6th, 2018
Posted August 14th, 2018
25 posts
3.6 Years
Nice work but I believe the highest you can go with icon palettes is 6. Pokemon's icons are objects and you can have up to 16 different object palettes loaded at once. Reason gamefreak went with just 3(well actually 6 but left them unused) is because of PC boxes. I once checked how pals were used and I think there were 3 free slots, the rest was taken by:
- the mon you're viewing
- window boxes
- the white/yellow hand
- pokemon makrs
- various texts
- that pkmn data thingy
First of all, thanks for the criticism, coming from you it means a lot.
Second, I think you missed a few things, but in general you're right, some of these things I forgot.
If you use the palettes locations that I sugest in the first post, you would cover most of the cases of texts, the mon you're viewing, the white/yellow hand and Pokémon marks.
Window boxes and the pokemon data hud shouldn't be affected by expanding the number of object pals because they simple don't read from the object palls, but from background ones.
Spoiler:

I think I can fix almost of these little problems this weekend as I managed to fix the trainercard alone, so thanks for helping me to find these bugs, I love your works, Dizzy.

A lot of bad things happend to me these past weeks, but I get a lot of first frames done, I first will complete adapt the Gen 6 icons to the new palletes then I will do the second frames, index it and post for public use, that's what I have made so far:

thedarkdragon11

New World Pirate

Male
Raftel, New World
Seen 4 Days Ago
Posted 4 Days Ago
827 posts
10.4 Years
First of all, thanks for the criticism, coming from you it means a lot.
Second, I think you missed a few things, but in general you're right, some of these things I forgot.
If you use the palettes locations that I sugest in the first post, you would cover most of the cases of texts, the mon you're viewing, the white/yellow hand and Pokémon marks.
Window boxes and the pokemon data hud shouldn't be affected by expanding the number of object pals because they simple don't read from the object palls, but from background ones.
Spoiler:

I think I can fix almost of these little problems this weekend as I managed to fix the trainercard alone, so thanks for helping me to find these bugs, I love your works, Dizzy.

A lot of bad things happend to me these past weeks, but I get a lot of first frames done, I first will complete adapt the Gen 6 icons to the new palletes then I will do the second frames, index it and post for public use, that's what I have made so far:
I suggest that you use the icons posted from MrDollSteak's Sugimori sprite resource and from our Gen. 7 sprite repository as bases for creating new sets of icons for this...
Male
Rio Grande do Sul, Brazil
Seen November 6th, 2018
Posted August 14th, 2018
25 posts
3.6 Years
I suggest that you use the icons posted from MrDollSteak's Sugimori sprite resource and from our Gen. 7 sprite repository as bases for creating new sets of icons for this...
I complete forgot MrDoll's Sugimori resource, I've been thinking that I would need to redo 1-4 gen because the community just have made second frames for games that don't have their owns and used 1-4 icons from BW, a big thanks for the sugestion, that will make the work so faster.

thedarkdragon11

New World Pirate

Male
Raftel, New World
Seen 4 Days Ago
Posted 4 Days Ago
827 posts
10.4 Years
I complete forgot MrDoll's Sugimori resource, I've been thinking that I would need to redo 1-4 gen because the community just have made second frames for games that don't have their owns and used 1-4 icons from BW, a big thanks for the sugestion, that will make the work so faster.
Yes, the icons from those threads already made 3DS icons w/ 2nd frames... In our Gen. 7 repository, we also have custom made icons for those form/es without their own icons (e.g. Surfing and Flying Pikachu, Z-move Marshadow, etc.)...

Do note that you should compare the details with the original/untouched 3DS icons because most of the icons there might lost some details during the conversion process to match the 3 palettes... For the custom icons, kindly ask the artists for the detailed version...

I also suggest that you make another thread in the Art Studio section for the icons to separate the topic discussion of this development from icon-related discussions...
Male
Rio Grande do Sul, Brazil
Seen November 6th, 2018
Posted August 14th, 2018
25 posts
3.6 Years
Some hacks are already using it lol.
I have been really busy, my PC needed some repair and I get a hard cold, so still couldn't finish it :/
I was hoping to post again just when finished it, but knowing that some people may want this, I fell the need to post the changes that I have made so far in this "project":

First of all, I recommend using this table now:
Spoiler:
(PALETTE 1 POINTER) C0 DA 00 00 (PALETTE 2 POINTER) C1 DA 00 00 (PALETTE 3 POINTER) C2 DA 00 00 (PALETTE 4 POINTER) C3 DA 00 00 (PALETTE 5 POINTER) C4 DA 00 00 (PALETTE 6 POINTER) C5 DA 00 00 (PALETTE 7 POINTER) C8 DA 00 00 (PALETTE 8 POINTER) CB DA 00 00 (PALETTE 9 POINTER) CC DA 00 00 (PALETTE 10 POINTER) CD DA 00 00 (PALETTE 11 POINTER) CE DA 00 00 (PALETTE 12 POINTER) CF DA 00 00 00 00 00 00


Some bytes changes:
0x08F154 = C9
0x08D1B0 = C6
7D F7 04 FF in 0x08AB94

Also, you should slightly alter this palette:
003EE008
Adding E71C and FF7F in the last two slots.
Why?
Spoiler:
Because with the preview changes this pal should overwrite the "pal for some strings" (box 1,box 2) in the beginning - just changing box would make the game overwrite the last two slots with the right ones - and everyone must agree that using APE or a hex editor is easier than changing the order in which these 2 pals are read.



This should fix the yellow box and apply pals in objects for trainer card. (altough it shouldn't read, because icons here are tiles, not obj)
And for now I should be doing what thedarkdragon11 advised me and creating a thread in Art Studio.
Sorry for taking too long to complete this and here is a screenshot because everyone like screens.

Spoiler:

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 23 Hours Ago
Posted May 15th, 2019
846 posts
10.9 Years
I complete forgot MrDoll's Sugimori resource, I've been thinking that I would need to redo 1-4 gen because the community just have made second frames for games that don't have their owns and used 1-4 icons from BW, a big thanks for the sugestion, that will make the work so faster.
Yeah this is a fantastic hack. All of mine from Gens 1-4 have second frames, and I'm working on Gen 5 now. Most of the current ones I have done have palettes that are OK, but there are quite a few pokemon with bad ones, so extending the number of palettes is amazing, I really like your work.

If this is all complete for Fire Red and Emerald without any bugs I'm happy to start recoloring my Icon Sprites and you can too of course (maybe we could split it up by generation) to make sure we're getting every Pokemon onto a palette that suits the Gen 6+ Icons.

One thing I'd recommend is fiddling with the Dark Pink for Slowbro, and the Dark Purple for Gengar, the contrast looks a bit too high.

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 23 Hours Ago
Posted May 15th, 2019
846 posts
10.9 Years
It's been a long time, but I've finally inserted this and have been having a fiddle. I seem to be having bugs with Palette 7 and 8. Where anything that uses those indexes is messed up in the PC. Also I still have the 'Mark' palette bug, where the Pokemon's Front Sprite is loaded into the palette of the box, and vice versa (this is the same thing that happens with palettes 7 and 8 (they load the Pokemon's Front Sprite palette).

I'm attempting to solve this.
OK. So it seems that that 'Mark' bug is caused specifically by the change put at 8D1B0. So if you're not using 12 Palettes, you can just keep it at CE.
Seen August 18th, 2019
Posted August 18th, 2019
28 posts
1.9 Years
How do we do with the tools after adding the palettes ? Will advanced icon editor detect the new palettes ?

edit: I changed some pokemon palette entries (at 0x3d3e80), I made a test with "04" on bulbasaur to give him the palette 4, then I've changed the ini file of advanced icon editor, but it said the palettes are invalid !
How do we do ? isn't there another tool that can support the additional palettes ?
Seen May 29th, 2019
Posted May 26th, 2019
106 posts
11.1 Years
I'm interested in implementing this using the pokeemerald disassembly at some point in the future. Do you think it would be doable to create an icon for each shiny pokmon using the current 12 palettes you have?
Seen March 5th, 2019
Posted March 3rd, 2019
18 posts
1.1 Years
i made 8 palette from scratch and i'm coloring one by one all the icons to resemble as much as possible the original coloration from US/UM. Those were the progress i made so far, feel free to edit/continue!
Ps i'm interested to make shiny icons too, so less palette we use for regular icons, more there will be the possibilities for better shines!

Spoiler:
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