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  #51    
Old September 11th, 2017 (3:09 AM).
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    Quote:
    Originally Posted by Navenatox View Post
    I can't seem to find any PokéDex-related bugs caused by Dynamic Overworld Palettes... Have you made any other modifications that could have potentially corrupted the PokéDex in some way? Does the problem persist after you've applied the Uninstall.ips patch? Do you use the most recent version?

    The download link in the OP is the latest version, yes. And you can apply the update over your current version without uninstalling.
    Ah, sorry my bad, i checked, your system did not cause that bug... but i dont know what did...yet...
    Thanks for replying, nice work!
    Sorry for late reply.
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      #52    
    Old September 11th, 2017 (9:32 AM).
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      Quote:
      Originally Posted by HuK View Post
      IF MY ROM'S F00000 is not null,
      WHAT SHOULD I DO ?
      my rom is 1460 base patched rom
      So, F00000 is not null...
      In this case you must download the source code from Github and insert it manually. At the bottom of the Github page you can find the instructions for that. If you're not sure how to install devkitPro, see step 4 and onwards of this post:
      https://www.pokecommunity.com/showpost.php?p=8825585&postcount=96
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        #53    
      Old December 10th, 2017 (12:43 AM).
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        a small question from a beginner, what should we name our game file.
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          #54    
        Old January 11th, 2018 (7:52 AM).
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          Upon applying this patch to my fire red rom, my overworld sprite editor crashes when I try to insert a new sprite. I assume this is because some thing the overworld editor is trying to write to has been moved by the dynamic palette patch. Does everyone else have this problem? If so how can I change the .ini for my overworld editor to adapt to this patch? Thanks
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            #55    
          Old January 12th, 2018 (9:34 PM).
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            Quote:
            Originally Posted by pikachux2 View Post
            Upon applying this patch to my fire red rom, my overworld sprite editor crashes when I try to insert a new sprite. I assume this is because some thing the overworld editor is trying to write to has been moved by the dynamic palette patch. Does everyone else have this problem? If so how can I change the .ini for my overworld editor to adapt to this patch? Thanks
            I prefer using OWM.
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              #56    
            Old January 15th, 2018 (11:18 AM).
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              Quote:
              Originally Posted by Delta231 View Post
              I prefer using OWM.
              I actually am using OWM, I know this isn't true but with my experience it seems that dynamic palette swap and OMW don't work with eachother. Has anyone else experienced this?
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                #57    
              Old February 5th, 2018 (2:27 AM).
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                Is this compatible with https://github.com/shinyquagsire23/Wizard-DN this?
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                  #58    
                Old February 8th, 2018 (11:50 PM).
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                  Quote:
                  Originally Posted by Delta231 View Post
                  Is this compatible with https://github.com/shinyquagsire23/Wizard-DN this?
                  My problem is solved if anyone wants to make it compatible with Wizard-DN, please see this link or this repo.
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                    #59    
                  Old April 16th, 2018 (9:51 AM).
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                    Is this compatible with D/N systems? Specifically Shiny Quagsire's?
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                      #60    
                    Old April 17th, 2018 (1:42 AM).
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                      Quote:
                      Originally Posted by eaglesfan View Post
                      Is this compatible with D/N systems? Specifically Shiny Quagsire's?
                      See my above post.
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                        #61    
                      Old April 18th, 2018 (1:44 PM).
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                        Quote:
                        Originally Posted by Delta231 View Post
                        See my above post.
                        Oh, duh! I don't know how I missed your post. I have a really stupid series of questions now. I'm not fully understanding how to implement this. I see you insert the palette patch, insert the fix, insert the modified RTC routine, bu then I'm lost. How do I compile the npcmod.c? And after that are there other .c files I must compile or do I just insert the other asm routines? Also, are the routines in the "retired" folder needed or are they old?
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                          #62    
                        Old April 19th, 2018 (1:03 AM).
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                          Quote:
                          Originally Posted by eaglesfan View Post
                          Oh, duh! I don't know how I missed your post. I have a really stupid series of questions now. I'm not fully understanding how to implement this. I see you insert the palette patch, insert the fix, insert the modified RTC routine, bu then I'm lost. How do I compile the npcmod.c? And after that are there other .c files I must compile or do I just insert the other asm routines? Also, are the routines in the "retired" folder needed or are they old?
                          for compiling npcmod.c use this http://www.mediafire.com/file/blhtcgzb3avx4ko/casm.zip

                          And insert other asm routines. Including the retired folder one too.
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                            #63    
                          Old April 19th, 2018 (4:51 PM).
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                            Quote:
                            Originally Posted by Delta231 View Post
                            for compiling npcmod.c use this http://www.mediafire.com/file/blhtcgzb3avx4ko/casm.zip

                            And insert other asm routines. Including the retired folder one too.
                            Thanks!
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                              #64    
                            Old May 10th, 2018 (9:27 AM).
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                              It's a great tool but not 100%, I patched for use OWM and edit my protagonist sprite and the Walk/Running sprite is ok, but I use other palette from Surf, VsSeeker and Bike and when I active them they use the same palette from the Walk/Run
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                                #65    
                              Old May 10th, 2018 (11:52 AM).
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                                Quote:
                                Originally Posted by ghfrc View Post
                                It's a great tool but not 100%, I patched for use OWM and edit my protagonist sprite and the Walk/Running sprite is ok, but I use other palette from Surf, VsSeeker and Bike and when I active them they use the same palette from the Walk/Run
                                All the other Protagonist OW like surfing or bicycle should use the same pallet of the main protagonist overworld.
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                                  #66    
                                Old May 11th, 2018 (11:09 AM).
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                                  Quote:
                                  Originally Posted by ~Ruki! View Post
                                  All the other Protagonist OW like surfing or bicycle should use the same pallet of the main protagonist overworld.
                                  I Note, I neet put the protagonists with a minor quality of sprite (less colors) cause my bike is a Gogoat and it use I think 4 colors with the protagonist don't use. Well, I just remove some red tones of protagonist until can use the same palette of other like the bike
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                                    #67    
                                  Old May 14th, 2018 (10:03 AM). Edited May 14th, 2018 by eaglesfan.
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                                    Quote:
                                    Originally Posted by Delta231 View Post
                                    for compiling npcmod.c use this http://www.mediafire.com/file/blhtcgzb3avx4ko/casm.zip

                                    And insert other asm routines. Including the retired folder one too.


                                    heads up, your modified npcmod.c doesnt compile. Gives a handful of errors as you can see here.
                                    Everything else compiles fine though
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                                      #68    
                                    Old May 14th, 2018 (9:13 PM). Edited May 15th, 2018 by Delta231.
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                                      Quote:
                                      Originally Posted by eaglesfan View Post
                                      heads up, your modified npcmod.c doesnt compile. Gives a handful of errors as you can see here.
                                      Everything else compiles fine though
                                      Try to insert it. Tell me what happens.

                                      EDIT: Fixed, try now also ignore those warnings.
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                                        #69    
                                      Old May 16th, 2018 (6:27 PM).
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                                        Quote:
                                        Originally Posted by Delta231 View Post
                                        Try to insert it. Tell me what happens.

                                        EDIT: Fixed, try now also ignore those warnings.
                                        Still cant seem to compile it, I'm getting the same errors and it refused to compile. Do you have an already compiled asm file?
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                                          #70    
                                        Old May 17th, 2018 (2:16 AM). Edited May 17th, 2018 by Delta231.
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                                          Quote:
                                          Originally Posted by eaglesfan View Post
                                          Still cant seem to compile it, I'm getting the same errors and it refused to compile. Do you have an already compiled asm file?
                                          I got my Windows partition corrupted, I am trying to recover it atm.


                                          EDIT: Try again please :p
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                                            #71    
                                          Old June 10th, 2018 (6:59 AM).
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                                            How to make Shiny Quagsire's Blended Day and Night work with this:

                                            Instructions:
                                            Insert Navenatox Pallete Fix.asm to free space
                                            Go to rtc.asm, and at line 436 replace 805FECC with 8(offset you inserted the fix)
                                            then insert Put 00B5 0148 0047 0000 [Reverse Address+1] 0000 10BC at 0x4B0
                                            open npcfilter folder and open command window: then write make bpre fname=../yourrom.gba offset=XXXXXX
                                            then open npchook.asm, change the offset to where you inserted npcfilter stuff, reversed +1, and insert data at 0x83598
                                            open mapfilter folder, open command window, then write make bpre fname=../yourrom.gba offset=XXXXXX
                                            then open npchook1.asm, change the offset to where you inserted the second thing, reversed +1, and insert the data at 0x598CC
                                            Also null out the eight bytes from 0x59A28 to 0x59A2F with 00's
                                            and at 0x59A12, put 00 00
                                            and youre done
                                            Ignore the .bin files in the ASM folder, those were my outputs at my offsets.
                                            Attached Files
                                            File Type: zip Wizard-DN-master.zip‎ (1.67 MB, 5 views) (Save to Dropbox)
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                                              #72    
                                            Old July 9th, 2018 (2:46 PM).
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                                              How do I find out what offset I need for my rom? I am using a custom base btw
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                                                #73    
                                              Old July 17th, 2018 (10:12 AM).
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                                                I need help for manually implementing this patch. I don't know what rom offset I should put in the linker file.
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                                                  #74    
                                                Old July 18th, 2018 (6:32 PM).
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                                                  Is this dead or is an Emerald version still in the works? Is there any way to explain what you need to research or how to do so? How did you make the firered version?
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                                                    #75    
                                                  Old 4 Weeks Ago (9:46 AM). Edited 4 Weeks Ago by hjk321.
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                                                    PSA:

                                                    This patch is incompatible with JPAN's hacked engine. HOWEVER, there is another way to add palette slots, and it will let you load dynamically...

                                                    EDIT: Found better solution, update link.
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