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  #151    
Old January 2nd, 2017 (8:50 AM).
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Trev Trev is offline
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    Bless the sun, it works!



    You have literally saved me so much work that I can't even begin to say how happy I am! Thank you so much for this tool.

    I do have one suggestion. I noticed that, when importing Pokemon overworlds from Spriter's Resource, one of the walking frames for each direction uses the stationary sprite (for example: if frames 3 and 4 are the walking frames, frame 3 will use the stationary sprite and frame 4 will use the walking sprite). It'll look much better if you put the walking sprite on both of those frames instead of just one, given how the Gen III games animate their sprites. Otherwise, I have no other suggestions. Great work!
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      #152    
    Old January 10th, 2017 (2:31 PM).
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    Another small update,

    Fixed some more small bugs on saving and added again the Palette Slot Editor.
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      #153    
    Old January 10th, 2017 (4:53 PM).
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    Compumax Compumax is offline
       
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      Quote:
      Originally Posted by Kimonas View Post
      Another small update,

      Fixed some more small bugs on saving and added again the Palette Slot Editor.
      Possibility to customize the offset where the table moves?
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        #154    
      Old January 11th, 2017 (1:24 AM).
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      Quote:
      Originally Posted by Compumax View Post
      Possibility to customize the offset where the table moves?
      You can do that by changing the Free Space Address for your Rom's Profile in the INI. When it repoints the table it starts looking for free space from there and on.
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        #155    
      Old January 11th, 2017 (1:35 AM). Edited January 11th, 2017 by Compumax.
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      Compumax Compumax is offline
         
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        Quote:
        Originally Posted by Kimonas View Post
        You can do that by changing the Free Space Address for your Rom's Profile in the INI. When it repoints the table it starts looking for free space from there and on.
        Oh! Thank you!

        It's great the application but I had not been able to implement it in my hack because it had occupied the address 0x800000.

        I do not know if now looking for the space available from that offset. Since previously only overwrote from 0x800000.

        Many thanks!

        Max.

        EDIT: Yeah! Work fine! And search free space, no more overwrite!

        Thanks!

        :D
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          #156    
        Old January 11th, 2017 (1:41 PM). Edited January 11th, 2017 by Anthroyd.
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          Hey Kimonas,

          I decided I'd just leave the message here since it adds to the content in the thread, but the first part of the overworld sprite editing video has been completed and released!

          Spoiler:
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            #157    
          Old January 14th, 2017 (1:05 PM). Edited January 14th, 2017 by Anthroyd.
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            The second part of the overworld sprite editing video has been completed and released!

            Spoiler:

            Thanks for answering my questions when I was confused! :)
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              #158    
            Old January 14th, 2017 (4:03 PM).
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            Ijustwantedshinygold Ijustwantedshinygold is offline
               
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              When i try to open it I get an error message that reads: Failure to execute script OWM-Qt.
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                #159    
              Old January 21st, 2017 (10:24 AM).
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              DarkDon43 DarkDon43 is offline
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                How many OW's can I add into Firered? I want to make sure before I go overboard
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                  #160    
                Old January 21st, 2017 (3:21 PM).
                BluRose BluRose is offline
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                  Quote:
                  Originally Posted by DarkDon43 View Post
                  How many OW's can I add into Firered? I want to make sure before I go overboard
                  ~65,535 - 15 total with jpan's engine and keeping union room intact (way more than is necessary)
                  65,535 total with jpan's engine but without union room
                  without jpan's engine it goes up to 240 total (keeping union room/dynamic overworlds intact)
                  not caring about dynamics gives 255 total
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                    #161    
                  Old January 26th, 2017 (3:07 PM). Edited February 3rd, 2017 by frezgle.
                  frezgle frezgle is offline
                     
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                    So, I've run into a problem with Emerald, namely berry tree sprites getting annihilated. At first I thought it was due to sprites I had inserted myself, but the same issue comes up when I save the auto-repointed data to a clean ROM. I'm thinking it's probably an issue with pointers, then, but the problem is that I don't even know where to begin with berry trees. They seem to be OW's #60-62 (although looking in AdvanceMap, I could only see #60 being used anywhere), but trying to point those back to their original locations didn't work.
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                      #162    
                    Old January 29th, 2017 (6:29 AM).
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                    EddyHg80 EddyHg80 is offline
                       
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                      Hi, I tried to modify a sprite in Emerald (I) (Glacia's sprite), but in game the sprite still uses the palette for the original sprite.

                      In game it uses the palette 0x1104, instead of 0x110F:
                      Spoiler:




                      P.S. I also have the same problem of frezgle
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                        #163    
                      Old February 1st, 2017 (1:11 PM).
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                      Criminon Criminon is offline
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                        Having an interesting problem. After applying the unique palette patch, I open my rom. It repoints, reads the sprites, then I save. (I don't even have to add anything) When starting up the game, the second it gets to my character select screen it freezes. This ISN'T with a clean rom, but I'm failing to see why it would do this, since it targets and repoints. Anyone else had something similar? I tried Analyzing on open, and it ran for a bit and closed out.
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                          #164    
                        Old February 3rd, 2017 (5:00 AM).
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                        Quote:
                        Originally Posted by EddyHg80 View Post
                        Hi, I tried to modify a sprite in Emerald (I) (Glacia's sprite), but in game the sprite still uses the palette for the original sprite.

                        In game it uses the palette 0x1104, instead of 0x110F
                        That's because there is a different palette in that slot. Change your OWs palette slot.

                        Quote:
                        Originally Posted by EddyHg80 View Post
                        P.S. I also have the same problem of frezgle
                        I'll look it up in one of these weeks.

                        Quote:
                        Originally Posted by Criminon View Post
                        Having an interesting problem. After applying the unique palette patch, I open my rom. It repoints, reads the sprites, then I save. (I don't even have to add anything) When starting up the game, the second it gets to my character select screen it freezes. This ISN'T with a clean rom, but I'm failing to see why it would do this, since it targets and repoints. Anyone else had something similar? I tried Analyzing on open, and it ran for a bit and closed out.
                        I'll have to update the thread with this info. The Open and Analyze is in primitive state yet. To find its offsets it searches from the data of the original hero OW. So if you've changed your hero's OW, open and analyze won't be able to find the correct offsets.

                        A workaround for that, until I tweak the function, would be to change your hero to the original one and then open your rom with Open and Analyze.
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                          #165    
                        Old February 3rd, 2017 (12:05 PM).
                        frezgle frezgle is offline
                           
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                          Adding onto Emerald's problem with berry trees, a similar issue occurs with the man in the Mauville City Pokemon Center (another OW with multiple possibilities) - he doesn't appear, and when is sprite is loaded, other sprites in his area don't appear either.
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                            #166    
                          Old March 10th, 2017 (9:26 AM).
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                            The "Text Color" button does not work, is it not finished or do I have an outdated version?
                            I currently have v1.2.1
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                              #167    
                            Old April 26th, 2017 (10:05 AM).
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                              The tool is amazing, but I have a little but annoying problem with the frames of the main players. The new sprites works very good, but the problem starts when I receive the running shoes. When I press B, the player looks like they are sliding on ice instead show the frames of the player running. Heres an video with my issue
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                                #168    
                              Old May 24th, 2017 (7:54 PM).
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                                When is this tool being updated next? I seem to have problems with the tool's saving function. I have to save a minimum of 5 times per change to a sprite to get it to register the change. This is really cumbersome, and I would really like to have this problem fixed.

                                Also, I would highly recommend altering the Spriter's Resource Pokemon OW import feature. The way it works now, it draws the first moving frames as the stationary frame, which ends up looking really weird in game. The moving frames for all Pokemon should be exactly the same for each direction, while the stationary frames should be unique. Otherwise, the Pokemon end up looking really weird.
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                                  #169    
                                Old May 29th, 2017 (12:44 PM).
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                                Quote:
                                Originally Posted by ~Ruki! View Post
                                The tool is amazing, but I have a little but annoying problem with the frames of the main players. The new sprites works very good, but the problem starts when I receive the running shoes. When I press B, the player looks like they are sliding on ice instead show the frames of the player running. Heres an video with my issue
                                Spoiler:
                                Hmm, that's weird. I thought I had fixed this one. What rom are you using? What are the dimensions of the new hero sprite?


                                Quote:
                                Originally Posted by Trev View Post
                                When is this tool being updated next? I seem to have problems with the tool's saving function. I have to save a minimum of 5 times per change to a sprite to get it to register the change. This is really cumbersome, and I would really like to have this problem fixed.

                                Also, I would highly recommend altering the Spriter's Resource Pokemon OW import feature. The way it works now, it draws the first moving frames as the stationary frame, which ends up looking really weird in game. The moving frames for all Pokemon should be exactly the same for each direction, while the stationary frames should be unique. Otherwise, the Pokemon end up looking really weird.
                                Actually I wasn't planning on updating it as I couldn't find malfunctions back then (with some basic testing tbh). But I see that some problems have blossom, so I'll start looking at it again.

                                About the recommendation, if I understood correctly what you were sayin, then the problem is not that it treats the first sprite as the stationary sprite but rather the fact that in those sheets from Spriters Resource(and generally from HGSS) the pokemon were always moving and had no stationary frames. As for looking weird in game, one workaround would be to extract the frames from the Sheets and then edit the sequence of the frames by hand.

                                Lastly, could you give me some more info about problematic saving function? Things like when did you first start noticing it, what rom are you using, does the size of the OW have anything to do with it. Or something that could help me recreate your problem would be really helpful.

                                Thanks for reporting guys!
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                                  #170    
                                Old May 29th, 2017 (7:25 PM).
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                                  Quote:
                                  Originally Posted by Kimonas View Post
                                  About the recommendation, if I understood correctly what you were sayin, then the problem is not that it treats the first sprite as the stationary sprite but rather the fact that in those sheets from Spriters Resource(and generally from HGSS) the pokemon were always moving and had no stationary frames. As for looking weird in game, one workaround would be to extract the frames from the Sheets and then edit the sequence of the frames by hand.
                                  No, that's not exactly what I'm saying. It's possible to just keep the Pokemon sprites constantly moving, so we can still use them, but the way the frames are currently imported doesn't allow for that to make it look normal. This is basically what I mean:



                                  Here's the explanation. Firered's walking format is as follows: stationary (0, 1, 2) --> movement frame 1 (3, 5, 7) --> stationary --> movement frame 2 (4, 6, 8). The way your import is currently set up, the sprite will be sharing a movement frame with the stationary frame, which will result in the sprite "stalling" when constantly moving - when its movement frame and stationary frame are the same, the image of the sprite doesn't change. The ideal format listed above keeps one frame for stationary frames and one for both movement frames, and the specific frames specified will correctly import flying Pokemon (as their frames with the wings down need to be the movement frames) and slithering Pokemon (whose forward thrust frames need to be their movement frames) with forcing the user to export the sprite sheet and edit the sprite manually (which is a grueling process when your background is all one color and all HGSS Pokemon frames are 32 x 32). The ideal format I specified should be the one your import function uses.

                                  Quote:
                                  Lastly, could you give me some more info about problematic saving function? Things like when did you first start noticing it, what rom are you using, does the size of the OW have anything to do with it. Or something that could help me recreate your problem would be really helpful.
                                  It started a couple of days ago. It usually happens after I import a sprite sheet (not from Spriter's Resource, just a regular sprite sheet). I'll Ctrl + S or click Save from the dropdown menu, and it'll say "Saving to ROM..." or whatever, and sometimes, instead of saying "Wrote changes to filesourcehereblahblah..." it'll just go blank. It'll take a few more tries to get the "Wrote changes" message, and if I miss it and close out, none of the changes I made will save. It occurs on any size sprite and I'm using FireRed.
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                                    #171    
                                  Old June 9th, 2017 (5:26 PM).
                                  Matthatter03 Matthatter03 is offline
                                     
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                                    How do I insert my personally made sprites on the manager? I want to replace the protagonist with a .png file I made on paint. How can I do this? Sorry if this is a dumb question or if it is previously answered.
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                                      #172    
                                    Old June 22nd, 2017 (4:56 PM).
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                                      the tool is great! I inserted quite a lot sprites with it....then I closed and opened it again later to insert more sprites...
                                      but now it crashes whenever i import a new sprite sheet... what do I do? pls help!
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                                        #173    
                                      Old June 24th, 2017 (12:15 PM).
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                                      My exams are almost over so I'll have some free time to check on this. Also, if anyone who has a problem with OWM could pm me an IPS patch of their ROM it would really help me narrow down the problem and fix it as soon as possible.
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                                        #174    
                                      Old August 5th, 2017 (2:54 PM).
                                      defaultportal defaultportal is offline
                                         
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                                        How exactly do you open this program?
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                                          #175    
                                        Old September 8th, 2017 (8:13 PM).
                                        HuK HuK is offline
                                           
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                                          HOW CAN I EDIT SPRITES.INI after resizing or adding OVERWORLD?
                                          ".ini format" is like &H3ABCDEF
                                          but In owm, pallet and sprite bank's offset is like 0xASDFGH
                                          HOW I CAN SAVE TO Sprites.ini ???
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