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  #51    
Old March 4th, 2016 (5:12 PM).
Sensual Sensual is offline
This should be good.
     
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    Hello, thank you for this tool.

    I've inserted 49 OWs. How do I access the ones that are after Picture No. 151 in Advance Map? They just show up as the hero sprite by default.

    I tried using the method Metapod described in his tutorial, but it doesn't seem to work.
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      #52    
    Old March 4th, 2016 (5:19 PM).
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    Substitute Doll Substitute Doll is online now
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      Quote:
      Originally Posted by Sensual View Post
      Hello, thank you for this tool.

      I've inserted 49 OWs. How do I access the ones that are after Picture No. 151 in Advance Map? They just show up as the hero sprite by default.

      I tried using the method Metapod described in his tutorial, but it doesn't seem to work.
      You have to insert an image for each frame of those OWs or they come up as the hero's sprite.
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        #53    
      Old March 4th, 2016 (7:52 PM).
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        Quote:
        Originally Posted by im_mega View Post
        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.
        Code:
          
        [BPRE]
        Inherits: BPRE
        Sprite table = &H[Insert Pointer Address here]
        Palette table = &H[Insert Palette Table here]
        [/BPRE]
        You have to create an .ini file with the new sprite and palette table offsets. The contents of said file should be what I have written above. Once you've created that, name it "settings" and move it into the same folder that NSE is in. Should work after that.
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          #54    
        Old March 5th, 2016 (12:26 AM).
        Kostas's Avatar
        Kostas Kostas is offline
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        Hey all, I'm still a begginer to rom hacking so I need someone's help if that's possible.
        Actually I don't know how to insert the OW, I always mess up with the palettes.
        Does anyone have a tutorial or something? Thanks!
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          #55    
        Old March 5th, 2016 (9:42 PM).
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          I was checking out this tool earlier and had a question; or rather, a suggestion.

          Is there any reason you decided to automatically repoint the original OW table? It uses a lot of free space, most of which will go unused unless you add over 100 OWs. If somebody only needed around 20 extra OWs, they would be burning a lot more free space than is necessary.

          This is an awesome tool though. Solid work. Good luck with future updates.
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            #56    
          Old March 6th, 2016 (7:14 AM).
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          Munichtastics Munichtastics is offline
             
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            Kimonas i freakin love u and ur tool
            no homo!!!
            Damn amazing job!!!!!!
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              #57    
            Old March 6th, 2016 (10:19 AM).
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            Kimonas Kimonas is offline
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            Quote:
            Originally Posted by Pleasure View Post
            I was checking out this tool earlier and had a question; or rather, a suggestion.

            Is there any reason you decided to automatically repoint the original OW table? It uses a lot of free space, most of which will go unused unless you add over 100 OWs. If somebody only needed around 20 extra OWs, they would be burning a lot more free space than is necessary.
            Three reasons:

            1) because the way OWs were inside the rom, it was impossible to dynamically know how many frames each OW had. To deal with this the other Editors hard coded the number of frames for each OW. What I did was write a special pointer to the end of the frame data of each OW. This way I could calculate the total frames size of each OW and consequently know its number of frames. Because of that I would have to repoint the frames data of all the OWs and add that pointer at the end of each one of them.

            2) If I didn't repoint the table it wouldn't be possible to add more OWs as there was no free space in both OW Pointers Table, OW Data Table and frames pointers Table.

            3) Some OWs didn't have walking sprites (like players mom or Gym leaders in Fire Red) but had 9 frames. Thats because frames 3-8 were the same as 0-2. But, the problem with that is that those OWs had frames data only for the first 3 frames. This means that you cant actually insert 9 frames but 3, since the walking frames were the same with the first three. To deal with this when OWM repoints the original table it adds the data of those frames in those OWs so you can normally insert as many frames as it actually has.

            Also, it doesn't actually use much free space as most of the data gets repointed (witch means that the original data is whipped out and you can normally use it). The only extra space it occupies is those 0x11, 0x22 and 0x33 that are at the end of each table for 'safety measures'. But if you know that you only want to add 20 OWs and not more, you can add them and then just delete those 0x11, 0x22 and 0x33.

            Quote:
            Originally Posted by Pleasure View Post
            This is an awesome tool though. Solid work. Good luck with future updates.
            Quote:
            Originally Posted by Munichtastics View Post
            Kimonas i freakin love u and ur tool
            no homo!!!
            Damn amazing job!!!!!!
            Thank you both very much my friends!
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              #58    
            Old March 6th, 2016 (1:31 PM).
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            Kimonas Kimonas is offline
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            I know this one took like forever but here it is...

            UPDATED to v1.2.1

            Highlights of this version:
            • Added support for an ini
            • Create Custom profiles through the ini
            • OWM now doesn't screw up with the animation pointers
            • Fixed an error with loading indexed images
            • Added a palette selector
            • Support for Spanish Fire Red
            • Generally support for Multilingual roms*

            *To be accurate OWM can support multilingual roms but there are two steps to be made in order to add support for a currently not supported rom. More details in the README.

            I also updated the README file so make sure to check it up if you have any question. As always if you notice anything funny just tell me

            I also included a fixer for those who used OWM v1.2. First load your rom and then apply the fix by selecting the respective file from the "Files" folder.
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              #59    
            Old March 9th, 2016 (4:14 AM).
            urzzz urzzz is offline
               
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              Just got my hands on this. It's looking good. I appreciate the palette selector. Helps a tonne when clearing up duplicate palettes.

              I'll report any bugs if I find them :-)
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                #60    
              Old March 9th, 2016 (4:40 PM).
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                works on Mac OS X! Great using Wine!
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                  #61    
                Old March 11th, 2016 (12:53 AM).
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                Danno Danno is offline
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                  I think I love you. Thank you so much for this lol... this will be infinitely useful to my project.
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                    #62    
                  Old March 15th, 2016 (7:10 AM). Edited March 15th, 2016 by Zero.4.
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                  Zero.4 Zero.4 is offline
                     
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                    Hi guys, I have a problem, when I try to "insert overworld frames" it says that I need to insert the same quantity of frames that I specify, but how do I do that? because it doesn't allow me to choose more than one picture and if I enlarge the image with all the frames there (from up to down) it says my picture is too big, can someone please help me?

                    EDIT: I've solved that problem but now is another, when I inserted the new OW (Raikou from HG SS) and tryed to insert it to the Advance Map, the palette was really wrong, and tryed with all the palette slots in the Over World Manager but all the palettes were wrong... Can someone please help me?, I really need to insert new OWs (note: I'm not using the JPAN engine)
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                      #63    
                    Old March 15th, 2016 (9:26 AM). Edited March 15th, 2016 by Phantom Phoenix.
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                    Phantom Phoenix Phantom Phoenix is offline
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                      Quote:
                      Originally Posted by Zero.4 View Post
                      Hi guys, I have a problem, when I try to "insert overworld frames" it says that I need to insert the same quantity of frames that I specify, but how do I do that? because it doesn't allow me to choose more than one picture and if I enlarge the image with all the frames there (from up to down) it says my picture is too big, can someone please help me?

                      EDIT: I've solved that problem but now is another, when I inserted the new OW (Raikou from HG SS) and tryed to insert it to the Advance Map, the palette was really wrong, and tryed with all the palette slots in the Over World Manager but all the palettes were wrong... Can someone please help me?, I really need to insert new OWs (note: I'm not using the JPAN engine)
                      palette will show wrong in advance map for the OWs in which you used expanded palettes not the original palette. but don't worry in game it works totally fine.
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                        #64    
                      Old March 15th, 2016 (11:07 AM). Edited March 15th, 2016 by Kimonas.
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                      Found a bug in the latest release, while I fixed loading indexed images, now non-indexed images couldn't be loaded, yaay . Anyway, I fixed it and updated the original download.

                      Something else I never mentioned. You can select where OWM repoints your original table. Before it repoints it, it checks the "Free Space Start" address in the ini and searches for free space from there on. So by changing this address in the ini you can "control" where your OW Table gets repointed.
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                        #65    
                      Old March 16th, 2016 (3:25 AM).
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                      Zero.4 Zero.4 is offline
                         
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                        Quote:
                        Originally Posted by Kimonas View Post
                        Found a bug in the latest release, while I fixed loading indexed images, now non-indexed images couldn't be loaded, yaay . Anyway, I fixed it and updated the original download.

                        Something else I never mentioned. You can select where OWM repoints your original table. Before it repoints it, it checks the "Free Space Start" address in the ini and searches for free space from there on. So by changing this address in the ini you can "control" where your OW Table gets repointed.
                        How do I repoint my Overworld table? Also I have a problem, when I try to open a Patched ROM, the Overworl Manager doesn't work (It doesn't matter what kind of patch, even the JPAN's one), the tool gets loading and loading and only when I closed it shows a little window that says something (don't remember what...) and how many Overwolds can I insert without the JPAN engine?
                        Also thanks to Lightning X for the answer
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                          #66    
                        Old March 16th, 2016 (9:45 AM).
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                        Kimonas Kimonas is offline
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                        Quote:
                        Originally Posted by Zero.4 View Post
                        How do I repoint my Overworld table?
                        You can't repoint it manually with OWM. OWM repoints the Original OW Table the first time the ROM is loaded.

                        Quote:
                        Originally Posted by Zero.4 View Post
                        Also I have a problem, when I try to open a Patched ROM, the Overworld Manager doesn't work (It doesn't matter what kind of patch, even the JPAN's one), the tool gets loading and loading and only when I closed it shows a little window that says something (don't remember what...)
                        OWM must have created a file named OWM.log in its folder. Could you send me that file?

                        Quote:
                        Originally Posted by Zero.4 View Post
                        how many Overwolds can I insert without the JPAN engine?
                        I think up to 255
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                          #67    
                        Old March 17th, 2016 (8:11 AM).
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                        Zero.4 Zero.4 is offline
                           
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                          Quote:
                          Originally Posted by Kimonas View Post
                          You can't repoint it manually with OWM. OWM repoints the Original OW Table the first time the ROM is loaded.



                          OWM must have created a file named OWM.log in its folder. Could you send me that file?



                          I think up to 255
                          Ok, I'll send it to you by a PM soon
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                            #68    
                          Old March 20th, 2016 (12:34 PM).
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                          Dragonflye Dragonflye is offline
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                            I can't open this Tool on Windows 10 32bit.
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                              #69    
                            Old March 24th, 2016 (2:58 PM).
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                            javcdark javcdark is offline
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                              the ruby offsets are wrong
                              here are the correct offsets

                              Code:
                              OW Table Pointers = 0x5BC3C
                              Original OW Table Pointers = 0x5BC3C
                              Original OW Pointers Address = 0x36DC58
                              Original Num of OWs = 217
                              
                              Palette Table Pointers Address = 0x5BE20, 0x5BEB4, 0x5BF0E
                              Original Palette Table Address = 0x37377C
                              Original Num of Palettes = 27
                              
                              OW Limiter Address = 0x5BC28
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                                #70    
                              Old March 25th, 2016 (9:39 AM).
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                              Jaizu Jaizu is offline
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                                Looks good man! Good luck with the tool, having overworlds with different palettes always gave me headache with testing lol
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                                  #71    
                                Old April 10th, 2016 (9:52 AM).
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                                pokefreak890 pokefreak890 is offline
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                                  can u make a 32 bit version of this tool this version of the program is not compatabile with my windows version
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                                    #72    
                                  Old April 10th, 2016 (10:07 AM).
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                                  PorygonY PorygonY is offline
                                     
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                                    Can confirm that problem. You should always compile for 32-bit systems, as a bigger variety of users can be reached through that. The program runs fine on 64-bit systems though and will be useful for my hack! Thank you!
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                                      #73    
                                    Old April 10th, 2016 (10:51 AM).
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                                    Kimonas Kimonas is offline
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                                    Quote:
                                    Originally Posted by PorygonY View Post
                                    Can confirm that problem. You should always compile for 32-bit systems, as a bigger variety of users can be reached through that. The program runs fine on 64-bit systems though and will be useful for my hack! Thank you!
                                    Quote:
                                    Originally Posted by pokefreak890
                                    can u make a 32 bit version of this tool this version of the program is not compatabile with my windows version
                                    Quote:
                                    Originally Posted by Dragonflye
                                    I can't open this Tool on Windows 10 32bit.
                                    Sure will! You can also run it from the source code until I do
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                                      #74    
                                    Old April 14th, 2016 (11:53 AM).
                                    Ronildo Ronildo is offline
                                       
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                                      It is to go download the old version because of this bug here.

                                      translate.google.com
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                                        #75    
                                      Old April 15th, 2016 (11:04 AM).
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                                      M.Hussain M.Hussain is offline
                                         
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                                        I opened a rom on this tool and it doesn't load any ow tables or any ow. it's all blank. I am using jpan's engine rom
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