256/240 color Titlescreen (Firered) Page 7

Started by Pachel22 August 10th, 2010 1:16 AM
  • 49902 views
  • 175 replies
Male
Seen August 13th, 2021
Posted August 3rd, 2013
42 posts
12.5 Years
Someone I know on a different forum is doing a hack of LeafGreen, and wanted to add his own title screen after he saw mine. Since the palette offsets are different, I was wondering if you could either tell me how to go about finding those offsets or if you could just post them here. Any help is appreciated, thanks.
Male
Seen November 23rd, 2022
Posted October 6th, 2013
333 posts
12.8 Years
hey i followed now every little step through a video and still don't get it
this is what turn at the end around why??

It looks to me like you failed to replace one of the palettes from the list of offsets in the palette editing part of the tutorial. Go back to APE and check if one of them hasn't been replaced.

~Anbuja

Let's Keep It Simple

Male
In Snorlax Stomach
Seen September 8th, 2016
Posted September 23rd, 2015
321 posts
12.6 Years
It looks to me like you failed to replace one of the palettes from the list of offsets in the palette editing part of the tutorial. Go back to APE and check if one of them hasn't been replaced.
yes i think too so i checked them again if i replaced everthing ans get it this time almost

just the press start button looks messy.
thanks for the replie without it i wouldnt had never looked if i am replaced everyoffset that is written there:).

but this time i changed every pallet with offsets:(

NEVERMIND:D
this time i just changed the white colour of the press start button with the white of the title of the game in paint and loaded it again in ntm and nlz advance and this itme i t worked:)
Seen October 9th, 2021
Posted July 2nd, 2018
20 posts
9.6 Years
I may be out of line here, but if I may make a small suggestion:

I tried this a few times, the result being similar to that of some others who have posted in this thread, with the image being jumbled up in the top left corner.
After a while, I figured out that on the last bit of step 6, when pressing write to ROM, I needed to check the "automatically fix pointers" box.
This checkbox was not ticked by default and, since it wasn't explicitly mentioned that I had to check it in the tutorial, I at first assumed it not to be necessary.

Maybe the above is completely wrong, and if so, feel free to put me in my rightful place :P

If I am right though, I think adding a little note at the end of part 6 saying "remember to check the fix pointers box" or something to that effect could prevent people from having this problem in the future.
Male
Seen July 22nd, 2016
Posted August 5th, 2014
6 posts
9 Years
Why does my titlescreen show those messed up blocks?

They're along the bottom where the press start should be and it makes a sideways L with the blocks. It is as if they're the transparent ones but the color I chose is completely different. I can't post a link because I have posted 15 times yet lol so if anyone is willing to help direct message me and I can link up the image!

Sniper

ふゆかい

Male
Philippines
Seen August 9th, 2016
Posted June 5th, 2016
1,412 posts
9.5 Years
Why does my titlescreen show those messed up blocks?

They're along the bottom where the press start should be and it makes a sideways L with the blocks. It is as if they're the transparent ones but the color I chose is completely different. I can't post a link because I have posted 15 times yet lol so if anyone is willing to help direct message me and I can link up the image!
The answer is you made a mistake. Do it all over again. That's how mine got done right lol


Male
Seen July 22nd, 2016
Posted August 5th, 2014
6 posts
9 Years
The answer is you made a mistake. Do it all over again. That's how mine got done right lol
*sigh* So I took a couple days off to think about ideas. I created a background image (because when I index the first color it makes most of the black in my image transparent or indexed) and tried doing it that way. I follow everything like it says and BAM! Different image I created all together but same exact error blocks. Now, I am stopping at stage 6, stage 7 talks about the blinking blocks or transparency. Could those error blocks be the ones considered? But even then, the new image I created, difference indexed color, still has the same exact blocks I linked previously messed up...hmmm
Male
Seen February 15th, 2015
Posted February 15th, 2015
9 posts
9 Years
Who can help solve my problem?
So I followed every step exactly the way it was written,
but when I launched my game, everything was fine, but,
the supposed-to-be-black edges on the letters are all weird coloured.
That's the only problem, really.

P.S. I cannot post any pictures since I haven't posted enough.

Pokémon Amethyst
Coming Soon
Male
Seen December 17th, 2018
Posted June 6th, 2018
348 posts
13 Years
this is prolly gonna get locked -.-, completely stopping this thread from helping anyone. But i need help when i follow this, it takes outlike almost all my shades and its not the same image like yours shows it BARELY being changed
Hey guys. lol i didnt think my username through. Wish i could change it.
Hey guys, I think you would enjoy a Pokemon RPG: Pokemon Eclipse!


Boured

The Guildmaster

Age 23
Male
My Laptop
Seen March 12th, 2021
Posted April 19th, 2016
171 posts
9.6 Years
I think It went pretty well since it was my first time using it thank you very much and to whoever shall see this it will all make sense in time :3

Spoiler:
"What separates the wise man from the fool is whether or not they can learn from their mistakes" -Boured

Jagold is awesome!

Male
Seen July 26th, 2017
Posted May 25th, 2017
1 posts
8.2 Years
Very nice tutorial! There were a few things that weren't very clear to me in the tutorial that caused me to struggle a bit.


To anyone trying this tutorial make sure you check the "automatically fix pointers" box in unlz-gba when writing your tilemap to the ROM (Step 6) as this box is not checked by default. aSeRo141414 finds this out in earlier posts.


Another thing to make sure you have repointed your bitmap to an offset that has enough memory for your bitmap (Step 4). Repointing to 800000 caused some strange glitches in my title screen and caused my ROM to crash when reaching the name player screen, but this might be due to me using JPAN’s hacked engine. In any case, it wouldn’t hurt to repoint to an offset that you know has enough memory for the bitmap. To do this, use FSF and enter the number of bytes you need for the bitmap (in my case around 45000 bytes) and make sure to search from the 800000 offset.


After the tutorial and these additional steps, I managed to get my title screen working! Thanks so much Black Charizard!