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  #25551    
Old June 15th, 2013 (1:58 PM).
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    @thanethane98

    Are you using different tilesets (tileset 2 in AM) for the route and the city? Because sometimes glitches like that can happen when for example the house tiles of the city aren't in your route's tileset 2. Gamefreak usually solves this problem by using gatehouses so that there isn't a direct connection between the 2 maps. You could also move the glitchy tiles in the city a bit up so that you'll only see them when you've entered the city map. The tiles should be loaded properly then.
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    Old June 15th, 2013 (3:49 PM).
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      Originally Posted by ezra_maluku View Post
      I'm very new to pokemon hacking so i need help

      I'm hacking pokemon fire red for my own amusment, but what bothers me is that Ghost type attacks are physical, is there anyway to change it into special? and if so, what tool should i be using?

      I saw in some hack games they had hacked all attacks to match the Fourth generation physical special attack system so i know its possible
      Spherical Ice would like to sponsor this message in saying that there is a handy dandy search feature on this forum, in fact, it is right in the title.

      This question has been asked soooooooooo many times, it isn't funny. There is a patch which will add the physical/special split to your rom. Search for it.
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        #25553    
      Old June 15th, 2013 (4:45 PM).
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        Quote:
        Originally Posted by reshilegend View Post
        @thanethane98

        Are you using different tilesets (tileset 2 in AM) for the route and the city? Because sometimes glitches like that can happen when for example the house tiles of the city aren't in your route's tileset 2. Gamefreak usually solves this problem by using gatehouses so that there isn't a direct connection between the 2 maps. You could also move the glitchy tiles in the city a bit up so that you'll only see them when you've entered the city map. The tiles should be loaded properly then.
        Thanks, that should fix it. I can't believe I didn't even consider something like that, it seems so obvious now that you've pointed it out.
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          #25554    
        Old June 15th, 2013 (5:22 PM).
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        That's why the DS games contain little bridges or homes in-between maps to stop that glitch, Gamefreak gets away with everything.
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          #25555    
        Old June 15th, 2013 (8:01 PM). Edited June 15th, 2013 by Sagiri.
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          One thing I was curious about - how did JPAN manage to add specials to the game? I know ASM, so I can understand how most of his routines work (at least in a vague way), however I don't understand how he made them compatible with the "special" and "special2" commands in scripting.

          I'm guessing that there is some table somewhere that has pointers to each special in order, and he just expanded / exploited that table, but I'm not sure. And, even if I'm right, I can't find any information on where such a table would exist (or even if it does).

          If someone knows anything, I'd appreciate it.

          EDIT: After doing a little more searching, I realized that he didn't add specials, but instead replaced duplicate, useless, or nonfuctional specials. However, I am still confused as to how he knew what pointers to replace to make his custom routines work with the "special" and "special2" commands.
            #25556    
          Old June 15th, 2013 (11:19 PM).
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          coolking49 coolking49 is offline
             
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            I'm having a little problem in my romhack, which i think the images attached show

            So this is me on a certain map, where this glitch happens.

            The problem occurs after I open my bag, or if I battle the one trainer in the room (the guy with the cape).

            After you go back to the map, you become a different person. Your guy doesn't move, instead, you become the guy in front of the elevator.

            And you can move him, which lasts until you leave the map.

            Can anyone tell me how to fix this? There are a couple scripts on the map, but I don't think they are causing the problem. Here is the map before the battle:

            where the elevator guy has a normal message script, the old man and your rival disappear after the battle, the guy next to the cases says one thing before the battle and another thing after the battle, and the guy in the cape talks, battles you, a flag is set which causes the people to leave and text to change, and then he says something different after you beat him. This all works fine if I leave the map via the stairs and come back, after the glitch occurs. Any help would be greatly appreciated!
            Attached Images
            File Type: png glitch p1.PNG‎ (4.2 KB, 6 views) (Save to Dropbox)
            File Type: png glitch2.PNG‎ (4.7 KB, 4 views) (Save to Dropbox)
            File Type: png glitch3.PNG‎ (4.2 KB, 4 views) (Save to Dropbox)
            File Type: png glitch4.PNG‎ (4.6 KB, 4 views) (Save to Dropbox)
            File Type: png glitch5.PNG‎ (4.8 KB, 5 views) (Save to Dropbox)
              #25557    
            Old June 15th, 2013 (11:42 PM).
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              Hey. I need a little assistance with a FireRed hack I'm doing.

              I'm trying to change the palette of both playable characters' outfits in their introduction sprites, but it doesn't seem to let me import and save the changes I made.

              I've kind of just played around with it and tried doing things in a fool-proof way, but that didn't work.

              The first method I used was one I found on Zel's tutorial, which was to use the black and white palette of it and replace the right levels, but that didn't work. Ended up all yellow and purple. I then just tried editing the original picture that I found online and importing it, but it wouldn't save the palette. Tried decreasing the depth to 16 bit with Infranview, but that didn't solve the problem.

              How would I go about doing this? I didn't use any new colors; I recycled the blue from their other other articles of clothing.

              (Can't post the images because I apparently need 15 posts)

              If it's of any help, their sprites in unLZ.GBA are 340-341 in 256 Color Mode.
                #25558    
              Old June 16th, 2013 (12:10 AM).
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              Quote:
              Originally Posted by Cryptonix View Post
              Hey. I need a little assistance with a FireRed hack I'm doing.

              I'm trying to change the palette of both playable characters' outfits in their introduction sprites, but it doesn't seem to let me import and save the changes I made.

              I've kind of just played around with it and tried doing things in a fool-proof way, but that didn't work.

              The first method I used was one I found on Zel's tutorial, which was to use the black and white palette of it and replace the right levels, but that didn't work. Ended up all yellow and purple. I then just tried editing the original picture that I found online and importing it, but it wouldn't save the palette. Tried decreasing the depth to 16 bit with Infranview, but that didn't solve the problem.

              How would I go about doing this? I didn't use any new colors; I recycled the blue from their other other articles of clothing.

              (Can't post the images because I apparently need 15 posts)

              If it's of any help, their sprites in unLZ.GBA are 340-341 in 256 Color Mode.
              Sometimes, doing things in a foolproof way never gets things done. Make a copy of your ROM and go wild.

              When you insert an image, make sure your check 'Repoint Image Palette' as well, otherwise the new sprite would use the old palette and new sprite.
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                #25559    
              Old June 16th, 2013 (12:44 AM). Edited June 16th, 2013 by Cryptonix.
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                Quote:
                Originally Posted by DeltaSalamence View Post
                Sometimes, doing things in a foolproof way never gets things done. Make a copy of your ROM and go wild.

                When you insert an image, make sure your check 'Repoint Image Palette' as well, otherwise the new sprite would use the old palette and new sprite.
                I don't think that worked.

                The one thing I can say is that the palette that shows up when you first go to it isn't the original and when you search through all of the palettes, there ISN'T the original. It's all just random palettes, like random greens, purples, yellows, blues. But never the original.

                And there's only 67 palettes for them.

                So...I just don't know how to do it. I import the image over the default (which is 9, by the way) and it comes out a different palette than I wanted. Even after it accepts the new palette and everything. I don't know what I'm doing.

                I so wish I could post pictures so maybe you could get an idea and maybe understand a little better if you haven't already, but stupid PokeCommunity is stupid.
                  #25560    
                Old June 16th, 2013 (12:59 AM).
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                Quote:
                Originally Posted by Cryptonix View Post
                I don't think that worked.

                The one thing I can say is that the palette that shows up when you first go to it isn't the original and when you search through all of the palettes, there ISN'T the original. It's all just random palettes, like random greens, purples, yellows, blues. But never the original.

                And there's only 67 palettes for them.

                So...I just don't know how to do it. I import the image over the default (which is 9, by the way) and it comes out a different palette than I wanted. Even after it accepts the new palette and everything. I don't know what I'm doing.

                I so wish I could post pictures so maybe you could get an idea and maybe understand a little better if you haven't already, but stupid PokeCommunity is stupid.
                The colors are right, correct? Just allocated to the wrong pixels? If that's the case, you must invert the transparency color in a software such as IrfanView. I believe that DJG has a YouTube video about how to do this. I usually provide links, but I'm on my mobile right now, sorry.
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                  #25561    
                Old June 16th, 2013 (1:10 AM).
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                  Quote:
                  Originally Posted by DeltaSalamence View Post
                  The colors are right, correct? Just allocated to the wrong pixels? If that's the case, you must invert the transparency color in a software such as IrfanView. I believe that DJG has a YouTube video about how to do this. I usually provide links, but I'm on my mobile right now, sorry.
                  I don't think that's the case. Do you mean random pixels blotted everywhere not even resembling the character? No, that's not it. Or do you mean the right colors, just spread around the character in the incorrect order? No, that's not it either.

                  It resembles the shape of the character, but it's just the wrong colors. When I import the right picture with the right colors on the 9th palette, which is the first one to show up, and save while checking Export Image, Export Palette, and Automatically Fix Pointers, it doesn't work. It saves perfectly fine over the 9th palette, but I open the game and it's still the wrong palette. Not the same as the 9th, though; it's some random other palette with pinks and stuff.

                  And if I go to its other default palettes, which there are only 67 of them, the original sprite palette (the one that isn't edited) isn't there.
                    #25562    
                  Old June 16th, 2013 (1:13 AM).
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                  Quote:
                  Originally Posted by coolking49 View Post
                  I'm having a little problem in my romhack, which i think the images attached show

                  So this is me on a certain map, where this glitch happens.

                  The problem occurs after I open my bag, or if I battle the one trainer in the room (the guy with the cape).

                  After you go back to the map, you become a different person. Your guy doesn't move, instead, you become the guy in front of the elevator.

                  And you can move him, which lasts until you leave the map.

                  Can anyone tell me how to fix this? There are a couple scripts on the map, but I don't think they are causing the problem. Here is the map before the battle:

                  where the elevator guy has a normal message script, the old man and your rival disappear after the battle, the guy next to the cases says one thing before the battle and another thing after the battle, and the guy in the cape talks, battles you, a flag is set which causes the people to leave and text to change, and then he says something different after you beat him. This all works fine if I leave the map via the stairs and come back, after the glitch occurs. Any help would be greatly appreciated!
                  One or more of the OWs in that map probably have their movement set as 'Look Down'. Changing it to 'No Movement' will most likely fix your problem.
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                    #25563    
                  Old June 16th, 2013 (4:45 AM). Edited June 16th, 2013 by karatekid552.
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                  karatekid552 karatekid552 is offline
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                    Quote:
                    Originally Posted by Midnight Bear View Post
                    One thing I was curious about - how did JPAN manage to add specials to the game? I know ASM, so I can understand how most of his routines work (at least in a vague way), however I don't understand how he made them compatible with the "special" and "special2" commands in scripting.

                    I'm guessing that there is some table somewhere that has pointers to each special in order, and he just expanded / exploited that table, but I'm not sure. And, even if I'm right, I can't find any information on where such a table would exist (or even if it does).

                    If someone knows anything, I'd appreciate it.

                    EDIT: After doing a little more searching, I realized that he didn't add specials, but instead replaced duplicate, useless, or nonfuctional specials. However, I am still confused as to how he knew what pointers to replace to make his custom routines work with the "special" and "special2" commands.
                    There is a perfect table, with a ton of non-functional specials. If you look at his nice Study of the Special and Special2 commands, you will see that he researched what every command was. Since the table is in order, he simply went to the slots in the table for thw broken/useless specials and changed the pointers to those of his new specials.

                    If you truely want to know how the table works with the command, basically, we take Special 0x184 and goto the special loading routnie, where the 0x184 into a register. Then, it is multiplyed by 4 (the number of bytes in a pointer, and the length of most entires in most tables) and added to the start offset of the special table. Now, you have the offset that the pointer to special 0x184 is at. That routine is then run, and everything is good.

                    Quote:
                    Originally Posted by DrFuji View Post
                    One or more of the OWs in that map probably have their movement set as 'Look Down'. Changing it to 'No Movement' will most likely fix your problem.
                    If this doesn't work, I have a solution guarnteed to work that I have posted on here multiple times.

                    Quote:
                    Originally Posted by Cryptonix View Post
                    I don't think that's the case. Do you mean random pixels blotted everywhere not even resembling the character? No, that's not it. Or do you mean the right colors, just spread around the character in the incorrect order? No, that's not it either.

                    It resembles the shape of the character, but it's just the wrong colors. When I import the right picture with the right colors on the 9th palette, which is the first one to show up, and save while checking Export Image, Export Palette, and Automatically Fix Pointers, it doesn't work. It saves perfectly fine over the 9th palette, but I open the game and it's still the wrong palette. Not the same as the 9th, though; it's some random other palette with pinks and stuff.

                    And if I go to its other default palettes, which there are only 67 of them, the original sprite palette (the one that isn't edited) isn't there.
                    The images are 256 color, which means when you create them, the original sprite needs to come out of the image editor in 256 color, with all of the palettes on a specific row. If I remember correctly, Oak uses rows 3 & 4 (counting 0 as a row), the hero/heroine use rows 5 & 6, and the rival uses rows 3 & 4. Also, the transparent color needs to be the very first color in the entire 256 palette. When you overwirte the palettes in APE, only insert the new 32 color rows for each sprite, not all 256 colors.
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                      #25564    
                    Old June 16th, 2013 (4:57 AM).
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                    Elaitenstile Elaitenstile is offline
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                      Alright, I tried searching this on this thread, but didn't get the answer, maybe I'm missed some syntax? Oh might as well refresh the wall (sry if this has been asked multiple times)

                      Well I tried to insert some 4x2 grid tree tiles. I know the normal ratio is 3x2 so sue me, this is what my question brought up.

                      How do I get around extending the border block dimensions to 3x2 tiles? My 4x2 tiles won't fit in there, and I don't want to expand the whole map and add trees on the sides so that the border block cannot be seen. I want to know if there is a way to expand it?
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                        #25565    
                      Old June 16th, 2013 (5:16 AM).
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                      reshilegend reshilegend is offline
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                        Quote:
                        Originally Posted by ★Hoenn★ View Post
                        Alright, I tried searching this on this thread, but didn't get the answer, maybe I'm missed some syntax? Oh might as well refresh the wall (sry if this has been asked multiple times)

                        Well I tried to insert some 4x2 grid tree tiles. I know the normal ratio is 3x2 so sue me, this is what my question brought up.

                        How do I get around extending the border block dimensions to 3x2 tiles? My 4x2 tiles won't fit in there, and I don't want to expand the whole map and add trees on the sides so that the border block cannot be seen. I want to know if there is a way to expand it?
                        You can choose "professional header view" under the settings section.
                        Then go to your header and change the border block size to 4x2.
                        Hope that helps.
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                          #25566    
                        Old June 16th, 2013 (5:34 AM).
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                        Quote:
                        Originally Posted by Midnight Bear View Post
                        One thing I was curious about - how did JPAN manage to add specials to the game? I know ASM, so I can understand how most of his routines work (at least in a vague way), however I don't understand how he made them compatible with the "special" and "special2" commands in scripting.

                        I'm guessing that there is some table somewhere that has pointers to each special in order, and he just expanded / exploited that table, but I'm not sure. And, even if I'm right, I can't find any information on where such a table would exist (or even if it does).

                        If someone knows anything, I'd appreciate it.

                        EDIT: After doing a little more searching, I realized that he didn't add specials, but instead replaced duplicate, useless, or nonfuctional specials. However, I am still confused as to how he knew what pointers to replace to make his custom routines work with the "special" and "special2" commands.
                        Well the special tables are at these offsets, found by me: http://www.pokecommunity.com/showpost.php?p=7669647&postcount=342
                        To add some do what Jpan did. Specials are just aligned ASM routines built for easy access.
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                          #25567    
                        Old June 16th, 2013 (7:13 AM).
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                          Quote:
                          Originally Posted by DrFuji View Post
                          One or more of the OWs in that map probably have their movement set as 'Look Down'. Changing it to 'No Movement' will most likely fix your problem.
                          Awesome, that worked. Thanks a lot!
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                            #25568    
                          Old June 16th, 2013 (7:45 AM).
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                          Sagiri Sagiri is offline
                             
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                            Quote:
                            Originally Posted by gogojjtech View Post
                            Well the special tables are at these offsets, found by me: http://www.pokecommunity.com/showpost.php?p=7669647&postcount=342
                            To add some do what Jpan did. Specials are just aligned ASM routines built for easy access.
                            I knew what they were, I just wasn't sure where they were.

                            Your link didn't work, but I looked through your post history and found it no problem. Thank you.
                              #25569    
                            Old June 16th, 2013 (2:47 PM).
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                              Hi, I'm hacking Fire Red and I was wondering how to make a sprite appear? Like in Pallet Town when Oak comes to get you, his sprite is still on the map but it doesn't appear until you get a certain script tile, how do you do that? (I use notepad and pokéscript to script)
                                #25570    
                              Old June 16th, 2013 (3:03 PM).
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                              Quote:
                              Originally Posted by ★Hoenn★ View Post
                              Alright, I tried searching this on this thread, but didn't get the answer, maybe I'm missed some syntax? Oh might as well refresh the wall (sry if this has been asked multiple times)

                              Well I tried to insert some 4x2 grid tree tiles. I know the normal ratio is 3x2 so sue me, this is what my question brought up.

                              How do I get around extending the border block dimensions to 3x2 tiles? My 4x2 tiles won't fit in there, and I don't want to expand the whole map and add trees on the sides so that the border block cannot be seen. I want to know if there is a way to expand it?
                              As Reshilegend has said.

                              Use Ctrl+H to do this quickly.
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                                #25571    
                              Old June 16th, 2013 (4:38 PM).
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                              karatekid552 karatekid552 is offline
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                                Quote:
                                Originally Posted by nekotina View Post
                                Hi, I'm hacking Fire Red and I was wondering how to make a sprite appear? Like in Pallet Town when Oak comes to get you, his sprite is still on the map but it doesn't appear until you get a certain script tile, how do you do that? (I use notepad and pokéscript to script)
                                First of all, switch to XSE or PKSV. We don't serve the 2006 pokescript here. It is outdated, far outdated, and we will not correct your scripts because nobody knows the proper syntax anymore (well, no seriously accomplished hackers anyways).

                                Now, how to do it. Simple, set a flag early in the game before encountering that sprite (the players room is a good place to do so) and the assign that flag to the Person ID of the sprite in A-Map. Then, in the script that you want him to appear, simply clear the flag and use the showsprite command to show the sprite and make him do as you wish.
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                                  #25572    
                                Old June 16th, 2013 (4:53 PM).
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                                  Quote:
                                  Originally Posted by karatekid552 View Post
                                  The images are 256 color, which means when you create them, the original sprite needs to come out of the image editor in 256 color, with all of the palettes on a specific row. If I remember correctly, Oak uses rows 3 & 4 (counting 0 as a row), the hero/heroine use rows 5 & 6, and the rival uses rows 3 & 4. Also, the transparent color needs to be the very first color in the entire 256 palette. When you overwirte the palettes in APE, only insert the new 32 color rows for each sprite, not all 256 colors.
                                  I'm just not getting this...

                                  What do I need Advanced Palette Editor for and what is inserting 32 color rows supposed to do if it...I...what?

                                  This isn't going to work. I'm a complete amateur, so if I'm to even comprehend what I'm supposed to do, I'd need pictures.

                                  Someone needs to do a tutorial on this and Zel's tutorial didn't work...
                                    #25573    
                                  Old June 16th, 2013 (5:45 PM).
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                                    In FireRed is it possible to temporary store the current team (party) somewhere in memory to restore back later other thann using a load of variables?
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                                      #25574    
                                    Old June 16th, 2013 (6:18 PM).
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                                    Check Jpan's thread on researching specials, there are one or two of those.
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                                      #25575    
                                    Old June 16th, 2013 (6:30 PM).
                                    karatekid552's Avatar
                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
                                      Join Date: Nov 2012
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                                      Quote:
                                      Originally Posted by Cryptonix View Post
                                      I'm just not getting this...

                                      What do I need Advanced Palette Editor for and what is inserting 32 color rows supposed to do if it...I...what?

                                      This isn't going to work. I'm a complete amateur, so if I'm to even comprehend what I'm supposed to do, I'd need pictures.

                                      Someone needs to do a tutorial on this and Zel's tutorial didn't work...
                                      It took me 3 days to get this right, and I know (most of the time) what I'm doing.

                                      Each palette is 16 colors, and the intro sprites use 2 of them, so 32 colors. However, the game does not accept 32, only 16 and 256. So, you need to create a 256 color palette and have the 32 colors in the slots they need to be in. If you open up the palette for your image, you will see that there are rows. When it is a 16x16 grid, (the first row is now row 0, just FYI) rows 3 & 4 are used by Oak and Gary and the 5 & 6 rows are used by the hero(ine). So, all of the colors for each sprite need to go in their respective rows. After you have shifted the colors around like so, export the image and use Infranview to export the palette. Use NSE to insert the images, and then use APE to go to the palettes that need to be changed. This is the tricky part. When you import your 256 color palette, it will come in sets of 16. Find the first set of 16 you want to insert and then replace the loaded palette with it. Then, go one index over (your 2nd 16 colors) and also scroll the loaded palette over 1 index. Then click the replace button again. Now you should be good.

                                      I know this is a lot. I'm fairly experienced and I had a lot of trouble with this, so don't get down if you can't get it. I would make a nice tutorial, but I don't have the time right now.
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