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  #151    
Old March 12th, 2014 (4:07 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
     
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    Quote:
    Originally Posted by Coleman_c15 View Post
    Your really making some of the most boring/difficult things so simple.
    Thank you for taking the time to do this for everyone.
    Sure... I did it for you guys..... JK, thanks man, I appreciate it! I plan to add lots more boring things made simple. Especially move graphic expansion. Those tables are a pain. (Uh-oh, now you know my master plan for the future..... crap....)
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      #152    
    Old March 12th, 2014 (4:14 PM).
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    Superjub Superjub is offline
    Pokémon Aureolin
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    Quote:
    Originally Posted by karatekid552 View Post
    1) Yes, you need to take the number in the ini that is numberofnondexpokesbetweencelebiandtreeko and change it to 0. Then you can edit the entries. Beware that this can cause funky things if you expand after, so my advice is do your expanding then change it if you are going to expand. (but as you said, why use them if you are expanding?)

    2) No. You need to wait for MEH or do it with a hex editor. That is Lu-Ho's poor coding decision.
    Ah, thanks for answering! :D And that's cool about the AdvanceMap, most of the new Pokemon I'm going to add are evolutions anyway since I'm not including all the current Pokemon, so it's not a big deal! :D
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      #153    
    Old March 13th, 2014 (6:44 AM).
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    Uxie101 Uxie101 is offline
       
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      One thing i want to say:THANKS!! :D
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        #154    
      Old March 13th, 2014 (9:57 AM).
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      cosarara97 cosarara97 is offline
         
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        Wow. This tool is really impressive, and I'm glad there's more people working on cross-platform tools.
        It's kind of funny we both had to write the same algorithm (GBA's lz77) in the same language (python) when we could have shared it.
        Regarding the code itself, I see some things which could be improved here and there. Is the code under any license? Would you mind if I opened some github issues and sent pull requests?
        Anyway, thank you for your work!
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          #155    
        Old March 13th, 2014 (1:59 PM).
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        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
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          Quote:
          Originally Posted by cosarara97 View Post
          Wow. This tool is really impressive, and I'm glad there's more people working on cross-platform tools.
          It's kind of funny we both had to write the same algorithm (GBA's lz77) in the same language (python) when we could have shared it.
          Regarding the code itself, I see some things which could be improved here and there. Is the code under any license? Would you mind if I opened some github issues and sent pull requests?
          Anyway, thank you for your work!
          Not at all. I have wanted to improve it, but you know, refactoring sucks and I want to add more features rather than redo code that works, lol.

          Don't bother switching the global variables and stuff like that over. I am slowly getting away from that as I go back through my code (as can be evidenced by my new instance of the Globals class which is soooo much better, lol).

          As for licensing, it is under the MIT license. So anything goes as long as credit and source code are available.
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            #156    
          Old March 13th, 2014 (7:31 PM).
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            I think the ease of use that comes with this tool is one of its best features. So glad amazing people like you exist.

            Currently, I'm working on implementing Fairy into Emerald without replacing a type, working as best I can based off of the tutorial for Fire Red. I think I've got it, but I don't really have any way to test it right now; did a little messing around with the Suite here in an earlier version of this hack, which seems to have broken YAPE's ability to work with it. I'll just quote the post detailing exactly what I did in spoilers here...

            Spoiler:
            Quote:
            Originally Posted by ArcTruth View Post
            Extremely helpful, thank you. Lurker emerging, here, as he finally gets his first hack off the ground.

            Emerald is indeed different. Enough that it took me a fair few hours in between House of Cards to hammer out the details. LCCoolJ95 here was kind enough to present the offsets for the Image and Palette data as well as the one for the image-to-chart matchup thingy (second part of Step 1). I found a couple more useful ones, though.

            Effectiveness chart (Step 2): 31ace8

            Types Name List (Step 3): 31ae38

            The type matchup/effectiveness data is in a different order than FireRed's, though it still starts with Normal and ends with Dark. As for the type names, there's a fairly major difference - in FireRed, each type name ends with FF, allowing for some 00's in there for alignment.

            Code:
            . . . CC C9 BD C5 FF 00 00 BC CF C1 FF 00 00 00 C1 C2 C9 CD CE FF 00 CD . . .
            In Emerald, each type name is capped by FF's - that is to say, it starts and ends with FF, and there are only 00's where there would be 2 or more in a row in Fire Red. Additionally, it'd seem the ending string is FF 00 FF 00.

            Code:
            . . . CC C9 BD C5 FF 00 FF BC CF C1 FF 00 00 FF C1 C2 C9 CD CE FF FF CD . . . BB CC C5 FF 00 FF 00
            One more change that should be noted - in the default image we're working with here, the 5 misc tags are just a touch wider than they are in FireRed - they'll be listed with a width of 2A rather than 28.


            So right now, as far as I know, I've got Fairy fully implemented into Emerald. The issue is actually testing/using it. Does anyone know of a way to get the Gen III Rom Hacking Suite to use Fairy as a type? I'd use YAPE, but I've done a little messing around with the Suite, laid groundwork for replacing the ?'s after Celebi with the evolutions introduced in 4th gen, and that's made YAPE crash when opening this particular rom. I could go back and do this from an earlier version, I suppose, but that'd be something of a pain.

            I've set numberoftypes = 19 for Emerald in the PokeRoms.ini for the Suite and moved the pointer for the typenames, but it doesn't seem to have helped. It may just be my implementation of Fairy into the name table; I kind of just made something up.

            Code:
            FF BE BB CC C5 FF 00 00 00 00 00 00 00 FF 00 00 00 00 00 00 FF 00 00 00 00 00 00 FF FF C0 D5 DD E6 ED FF 00 FF 00


            Any ideas on how to get the suite to recognize Fairy as a type so I can assign it to different pokemon?


            Also, hope you don't mind, but I do have a peripheral question as long as I'm here asking. I saw a little conversation earlier (in this thread, I think) on the topic of utilizing those empty spaces after Celebi versus expanding entirely. Would I be correct in assuming, then, that it's wiser and/or simpler to just bypass those completely and just expand for more room if more than 25 new slots is needed?
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              #157    
            Old March 13th, 2014 (8:39 PM).
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            MrDollSteak MrDollSteak is offline
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              Quote:
              Originally Posted by ArcTruth View Post
              I think the ease of use that comes with this tool is one of its best features. So glad amazing people like you exist.

              Currently, I'm working on implementing Fairy into Emerald without replacing a type, working as best I can based off of the tutorial for Fire Red. I think I've got it, but I don't really have any way to test it right now; did a little messing around with the Suite here in an earlier version of this hack, which seems to have broken YAPE's ability to work with it. I'll just quote the post detailing exactly what I did in spoilers here...



              Any ideas on how to get the suite to recognize Fairy as a type so I can assign it to different pokemon?


              Also, hope you don't mind, but I do have a peripheral question as long as I'm here asking. I saw a little conversation earlier (in this thread, I think) on the topic of utilizing those empty spaces after Celebi versus expanding entirely. Would I be correct in assuming, then, that it's wiser and/or simpler to just bypass those completely and just expand for more room if more than 25 new slots is needed?
              Change the Type Names and Type Number in the .ini for your rom to match the new information.
              I don't know why you'd even try to use YAPE when this is here
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                #158    
              Old March 13th, 2014 (8:54 PM). Edited March 13th, 2014 by ArcTruth.
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                Quote:
                Originally Posted by MrDollSteak View Post
                Change the Type Names and Type Number in the .ini for your rom to match the new information.
                I don't know why you'd even try to use YAPE when this is here
                I'd already updated typenames to the new pointer and set numberoftypes = 19; should've mentioned that earlier. Tried setting it to 22 as well after a suggestion from ShyRayq, the OP of that guide, no luck. I'm wondering if the issue is with Emerald itself - I've tried a couple different variations of adding Fairy to the list of typenames with no success so far. I'm not sure if I'm just approaching that aspect wrong or if there are some other fundamental differences. Specifically, that the first new type introduced in Fire Red is assigned 0x16 - I don't know why this is, so I don't know whether it's likely to be different in Emerald.

                Went for YAPE only after I couldn't get it to work in the Suite because I had it installed and others in that thread had success with it. Can't say it helped me much.

                Edit: Holy crap I'm a moron, you meant for my rom specifically. I totally forgot that it was separate. Trying it now, thank you.
                Edit2: IT WORKED. Thank you for helping me through that.
                Edit3: Needs work. Type effectiveness doesn't seem to apply and Zigzagoon is appearing as "Cool" type. Which is interesting. Still, again, one massive obstacle bypassed (through the conveniently placed side tunnel I failed to notice).
                Edit4: Needs significant work. Tried manually changing Zigzagoon's type and found that 0x12 through 0x16 are occupied by the contest names. Using 0x17 displays Flying type with red letters and weird background and forces a restart of the emulator. 0x18 and 0x19 display a similarly distorted but also upside-down Normal type and causes a freeze. 0x1A displayed corrupted but right-side-up Normal type but the game continued to run. No clue how to proceed, but I'll figure something out. Although I've noticed the background colors for ??? (0x09) don't match the ones in the palette I used...
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                  #159    
                Old March 14th, 2014 (4:48 AM). Edited March 14th, 2014 by Uxie101.
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                  Also you should add a cry editor on this awesome program :D.
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                    #160    
                  Old March 14th, 2014 (5:28 AM).
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                  MrDollSteak MrDollSteak is offline
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                    Quote:
                    Originally Posted by ArcTruth View Post
                    I'd already updated typenames to the new pointer and set numberoftypes = 19; should've mentioned that earlier. Tried setting it to 22 as well after a suggestion from ShyRayq, the OP of that guide, no luck. I'm wondering if the issue is with Emerald itself - I've tried a couple different variations of adding Fairy to the list of typenames with no success so far. I'm not sure if I'm just approaching that aspect wrong or if there are some other fundamental differences. Specifically, that the first new type introduced in Fire Red is assigned 0x16 - I don't know why this is, so I don't know whether it's likely to be different in Emerald.

                    Went for YAPE only after I couldn't get it to work in the Suite because I had it installed and others in that thread had success with it. Can't say it helped me much.

                    Edit: Holy crap I'm a moron, you meant for my rom specifically. I totally forgot that it was separate. Trying it now, thank you.
                    Edit2: IT WORKED. Thank you for helping me through that.
                    Edit3: Needs work. Type effectiveness doesn't seem to apply and Zigzagoon is appearing as "Cool" type. Which is interesting. Still, again, one massive obstacle bypassed (through the conveniently placed side tunnel I failed to notice).
                    Edit4: Needs significant work. Tried manually changing Zigzagoon's type and found that 0x12 through 0x16 are occupied by the contest names. Using 0x17 displays Flying type with red letters and weird background and forces a restart of the emulator. 0x18 and 0x19 display a similarly distorted but also upside-down Normal type and causes a freeze. 0x1A displayed corrupted but right-side-up Normal type but the game continued to run. No clue how to proceed, but I'll figure something out. Although I've noticed the background colors for ??? (0x09) don't match the ones in the palette I used...
                    The reason why it's 0x16 in Firered is because of the image. 0x12 to 0x16 are used in the TM list for Type, Name etc. 0x16 is actually Effect, though it's never used in the rom (from what I've seen so far.)
                    You need to locate the actual image of the type chart in Emerald and then replace one of the images, or add it to the end. Then work out what index that is and use that.
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                      #161    
                    Old March 14th, 2014 (8:23 AM).
                    DM gump DM gump is offline
                       
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      99% of errors I have heard of with sprites come from people either manually repointing and overwriting data, or failing to uncheck the "fill with FF" box on sprites of expanded pokemon. You see, expanded mons all share the same sprite (I doubt you wanted me to waste a ton of space by inserting 800 blank sprites and 800 blank palettes, 2 for each). So, if you fill the old blank sprite with FF, poof, sprite doesn't exist anymore and every successive mon that still uses it won't load. Simple as that.
                      the error occurred when I was inserting spirtes and changing names, when finished i pressed the button save all , but on one occasion tighten the save button tab, and spirte was saved, but no the name, press the botton entoces save all, and then I came out the error message.
                      Now every time I open the tool and load my rom I get that message.
                      (the box fill sprites with 0xff on repoint? was disabled.)
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                        #162    
                      Old March 14th, 2014 (3:40 PM). Edited March 14th, 2014 by karatekid552.
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                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
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                        Quote:
                        Originally Posted by DM gump View Post
                        the error occurred when I was inserting spirtes and changing names, when finished i pressed the button save all , but on one occasion tighten the save button tab, and spirte was saved, but no the name, press the botton entoces save all, and then I came out the error message.
                        Now every time I open the tool and load my rom I get that message.
                        (the box fill sprites with 0xff on repoint? was disabled.)
                        Well, first, let me ask you a question, do you know why there are two save buttons? Perhaps you should take a closer look at the documentation. The "save tab" button saves the data of the current tab you are in, which for you was sprites. So, is the name changer in there? I don't think so. That explains one of your problems.

                        The other, I think is a forgotten code on my part to reset some variables. Let me go take a look....

                        Edit: Hmmm, I did forget to reset my dictionary that stores whether or not you made changes to the sprites. I have fixed this, but I don't think it could have caused issues since it would simply just write the sprites again on save....

                        Quote:
                        Originally Posted by Uxie101 View Post
                        Also you should add a cry editor on this awesome program :D.
                        I have never successfully inserted a cry in my life.XD How do you expect me to make a cry editor? I am willing to make one, I just have no idea how.
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                          #163    
                        Old March 14th, 2014 (5:47 PM).
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                        Kawaii Shoujo Duskull Kawaii Shoujo Duskull is offline
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          I have never successfully inserted a cry in my life.XD How do you expect me to make a cry editor? I am willing to make one, I just have no idea how.

                          lol Did not expect that.
                          Anyway. I used the method where you use Sappy to insert the cries as samples and then use YAPE to change the pokemon's cry to the custom/new one, then use a hex editer to repoint to the new cry.(I'm honestly confused what the point of using YAPE there is--if there is a point--but I did that anyway). Basicly I'm saying(if you decide to take a shot at making a cry inserting feature):
                          1. Have the cry inserter find free space at either a specified offset or an offset containing mainly FF bytes--whichever would be safer.
                          2. Have it insert the cry in a similar way that Sappy would(without any of the crashing or whatever).(Also I'm not sure if there's anything special about how samples and the like are inserted, really. lol)
                          3. Have it take care of all the repointing of data and changing of bytes etc.
                          4.(optional) Have it ask which pokemon you want to replace/add a cry for during the inserting process. Or make it replace/add the cry for the pokemon you were last on. Not sure how either would work out haha.
                          -I'd assume implamenting that sort of thing into the .ini would be a tricky task to do though.


                          If I knew how to make programs of any kind(still haven't found a non-video tutorial--which I really need to get around to) I'd take a whack at something like a cry inserter of my own. But alas no skill here. XD


                          Yeah I'm probably not helping but I thought I'd just put this out there in case it gives you any ideas or somethin'.
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                            #164    
                          Old March 14th, 2014 (5:57 PM).
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                            when can we expect the next release :0?
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                              #165    
                            Old March 14th, 2014 (6:06 PM).
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                              This is awesome!! Thank you for this :D Not sure if you still need this or not but I can confirm it works on Windows 8.1.
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                                #166    
                              Old March 14th, 2014 (7:32 PM).
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                                Hiya~
                                I'm having some problems with the sprite editor tab...
                                I'll put it all in a spoiler:

                                Spoiler:


                                As you can see, I'm trying to insert a turtwig's sprite. Everything on the left and middle are fine and dandy, but when I get to inserting the party icons...


                                I get this puky looking image. Here is what I inserted:


                                As you can see, much more clean. This is the uninserted image in Paint.


                                I'm not sure why the image's palette gets messed up like that. Wichu's editor works perfectly with this, but unfortunately I cannot use that once I expand the amount of Pokemon and Dex entries in the game. Any idea on how to fix?
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                                  #167    
                                Old March 14th, 2014 (8:39 PM).
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                                  Quote:
                                  Originally Posted by CrystalStatic View Post
                                  Hiya~
                                  I'm having some problems with the sprite editor tab...
                                  I'll put it all in a spoiler:

                                  Spoiler:


                                  As you can see, I'm trying to insert a turtwig's sprite. Everything on the left and middle are fine and dandy, but when I get to inserting the party icons...


                                  I get this puky looking image. Here is what I inserted:


                                  As you can see, much more clean. This is the uninserted image in Paint.


                                  I'm not sure why the image's palette gets messed up like that. Wichu's editor works perfectly with this, but unfortunately I cannot use that once I expand the amount of Pokemon and Dex entries in the game. Any idea on how to fix?
                                  ACTUALLY, Wichu's editor IS built for expanded 'mons. It was built with that in mind I believe. Just change a few values in the INI and it'll work. However, if you want to keep using G3HS, just change a palette? If that fails, Wichu's editor is still great stuff.
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                                    #168    
                                  Old March 14th, 2014 (9:17 PM).
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                                  Lucariokid13 Lucariokid13 is offline
                                     
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                                    I've Actually made a ini for Advance Pokemon Sprite Editor that works with the expanded pokemon using the MrDS gamecode.
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                                      #169    
                                    Old March 15th, 2014 (7:52 AM).
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                                      Quote:
                                      Originally Posted by ShyRayq View Post
                                      ACTUALLY, Wichu's editor IS built for expanded 'mons. It was built with that in mind I believe. Just change a few values in the INI and it'll work. However, if you want to keep using G3HS, just change a palette? If that fails, Wichu's editor is still great stuff.
                                      Okay, thanks for the info. But what exactly do I change? It's a bit confusing to me, I believe I'm supposed to change the species number (FireRed.ini) but currently it says 440. There are only originally 387 in the Dex, so what does this number mean exactly? If it matters, there are 718 Pokemon in this ROM, so I added 331 Pokemon with Gen III Suite. The extra entries are stored at offset 0x720000.
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                                        #170    
                                      Old March 15th, 2014 (8:03 AM).
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                                      jkid101094 jkid101094 is offline
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                                        Correct me if I'm wrong but I believe the 440 corresponds to the Pokemon's actual entry in the code, like how Chimecho is at the end. I know for a fact from my own endeavors that Turtwig is #440, so you'd just add the number of Pokemon from Turtwig onward to select your other Pokemon.
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                                          #171    
                                        Old March 15th, 2014 (8:17 AM).
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                                        karatekid552 karatekid552 is offline
                                        What happens if I push it?....
                                           
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                                          Quote:
                                          Originally Posted by Merak View Post



                                          lol Did not expect that.
                                          Anyway. I used the method where you use Sappy to insert the cries as samples and then use YAPE to change the pokemon's cry to the custom/new one, then use a hex editer to repoint to the new cry.(I'm honestly confused what the point of using YAPE there is--if there is a point--but I did that anyway). Basicly I'm saying(if you decide to take a shot at making a cry inserting feature):
                                          1. Have the cry inserter find free space at either a specified offset or an offset containing mainly FF bytes--whichever would be safer.
                                          2. Have it insert the cry in a similar way that Sappy would(without any of the crashing or whatever).(Also I'm not sure if there's anything special about how samples and the like are inserted, really. lol)
                                          3. Have it take care of all the repointing of data and changing of bytes etc.
                                          4.(optional) Have it ask which pokemon you want to replace/add a cry for during the inserting process. Or make it replace/add the cry for the pokemon you were last on. Not sure how either would work out haha.
                                          -I'd assume implamenting that sort of thing into the .ini would be a tricky task to do though.


                                          If I knew how to make programs of any kind(still haven't found a non-video tutorial--which I really need to get around to) I'd take a whack at something like a cry inserter of my own. But alas no skill here. XD


                                          Yeah I'm probably not helping but I thought I'd just put this out there in case it gives you any ideas or somethin'.
                                          That is not the issue. It is parsing through the actual audio/midi file thing and converting it to a GBA readable format.

                                          Quote:
                                          Originally Posted by Coleman_c15 View Post
                                          when can we expect the next release :0?
                                          When I finish it. All I need to do is add one more save function and then some testing.

                                          Quote:
                                          Originally Posted by CrystalStatic View Post
                                          Hiya~
                                          I'm having some problems with the sprite editor tab...
                                          I'll put it all in a spoiler:

                                          Spoiler:


                                          As you can see, I'm trying to insert a turtwig's sprite. Everything on the left and middle are fine and dandy, but when I get to inserting the party icons...


                                          I get this puky looking image. Here is what I inserted:


                                          As you can see, much more clean. This is the uninserted image in Paint.


                                          I'm not sure why the image's palette gets messed up like that. Wichu's editor works perfectly with this, but unfortunately I cannot use that once I expand the amount of Pokemon and Dex entries in the game. Any idea on how to fix?
                                          Look at the palette that you are using. It does not have the same colors as the image. Wichu's editor parses through all three palettes and finds the best one. I have had trouble getting this to work. So, I figured it wouldn't be too much to ask you to check three different palettes. Eventually I will get that code to work, but for now you just need to load it in each of the icon palettes and find the right one.
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                                            #172    
                                          Old March 15th, 2014 (8:58 AM).
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                                          Renegade Renegade is offline
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            Look at the palette that you are using. It does not have the same colors as the image. Wichu's editor parses through all three palettes and finds the best one. I have had trouble getting this to work. So, I figured it wouldn't be too much to ask you to check three different palettes. Eventually I will get that code to work, but for now you just need to load it in each of the icon palettes and find the right one.
                                            Mkay, but when I scroll through the 3 different palettes, none of them really match the uninserted sprite:
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                                              #173    
                                            Old March 15th, 2014 (9:10 AM).
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                                            karatekid552 karatekid552 is offline
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                                              Quote:
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                                              Mkay, but when I scroll through the 3 different palettes, none of them really match the uninserted sprite:
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                                              You need to load the sprite with each palette. Not just scroll through.
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                                                #174    
                                              Old March 15th, 2014 (10:29 AM).
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                                                Quote:
                                                Originally Posted by karatekid552 View Post
                                                You need to load the sprite with each palette. Not just scroll through.
                                                How do I load the palette with it? I only see a way to upload the sprite how it is.
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                                                  #175    
                                                Old March 15th, 2014 (12:18 PM).
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                                                Lucariokid13 Lucariokid13 is offline
                                                   
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                                                  Quote:
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                                                  Correct me if I'm wrong but I believe the 440 corresponds to the Pokemon's actual entry in the code, like how Chimecho is at the end. I know for a fact from my own endeavors that Turtwig is #440, so you'd just add the number of Pokemon from Turtwig onward to select your other Pokemon.
                                                  It's not just that, you have to change all of the offsets to the ones from the Pokeroms file.
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