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  #24801    
Old April 29th, 2013 (7:24 AM).
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    Quote:
    Originally Posted by Aryan143 View Post
    So have anyone found any way to fix it? My problem is only for Ruby because I inserted the backsprites as well as the Intro Sprites in DR2 so it not for FR.
    Still having the issue of a messed up palette but I opened up a separate but fresh FR rom with NSE, only to find it wouldn't let me replace the greyscale intro sprites with my own. Not sure what I'm doing wrong, but it might be the way I'm making my custom intro sprites greyscale.

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      #24802    
    Old April 29th, 2013 (7:39 AM).
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      Quote:
      Originally Posted by LaDestitute View Post
      Still having the issue of a messed up palette but I opened up a separate but fresh FR rom with NSE, only to find it wouldn't let me replace the greyscale intro sprites with my own. Not sure what I'm doing wrong, but it might be the way I'm making my custom intro sprites greyscale.
      Its better to not use NSE for Intro sprites. Just use unlz-gba for them. You can VM me if you want to know the whole process of inserting.
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        #24803    
      Old April 29th, 2013 (2:10 PM).
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      Chinchou(+_+) Chinchou(+_+) is offline
         
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        any good alternatives than advance map for Mac?
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          #24804    
        Old April 29th, 2013 (2:44 PM).
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          Quote:
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          any good alternatives than advance map for Mac?
          Elite Map is the only other alternative, but it is old and probably still won't work. I haven't experimented much with Macs, but some of the hackers use Wine. I don't know if A-map is compatible, but you can give it a try.
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            #24805    
          Old April 29th, 2013 (3:56 PM).
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          Like LaDestitute, I use Paint.NET.

          But of course, GIMP is good, and Photoshop is good for tiling.

          But here's a link to a Standalone Windows XP version of Paint, which support indexed images very well:
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            #24806    
          Old April 29th, 2013 (4:26 PM).
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            Okay, I managed to successfully change the intro sprites using unLZGBA+APE, but in-game, the palettes of Oak/Hero/Heroine/Rival are all messed up...so I'm back at a dead end.
              #24807    
            Old April 29th, 2013 (11:49 PM).
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            Just wondering... Is there a way to increase the number of blocks in Tileset 0 by AdvanceMap? AdvanceMap's block editor does support increasing tileset sizes, but does not seem to be able to do so for the primary tileset.
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              #24808    
            Old April 30th, 2013 (2:17 AM).
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            It's already max size because if you put it as the second tileset in the map header it doesnt make it bigger anyway
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              #24809    
            Old April 30th, 2013 (2:47 PM).
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            Could someone be my sensei and teach me all about coding in hack making? I've been wanting to make my own Pokemon hacks for years but I've never been able to make one. And the ones I do make are always full of glitches, that I can't seem to fix. I'd credit you in any hack I make. If you need paying I'd pay you to teach me.
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              #24810    
            Old April 30th, 2013 (2:51 PM).
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            Quote:
            Originally Posted by Konekodemon View Post
            Could someone be my sensei and teach me all about coding in hack making? I've been wanting to make my own Pokemon hacks for years but I've never been able to make one. And the ones I do make are always full of glitches, that I can't seem to fix. I'd credit you in any hack I make. If you need paying I'd pay you to teach me.
            Sure, I could teach you, I guess.

            Just add me on Skype.
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              #24811    
            Old April 30th, 2013 (7:15 PM).
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              Okay, got past the issue of editing the intro sprites.

              Two questions:
              1. How would I change a Pokemon's hatch rate to instant and then back to normal? I want the starters in my hack to hatch from eggs, but not have it where their able to abuse the idea to get instant starters later on.

              2. How would I make an item that either has an affect only on a certain Pokemon, or can be held only by said Pokemon and that the held item changes their battle/icon sprites? I have a hermit crab Pokemon that can swap out shells for stat boosts, while their defense stats are normally low without one.
                #24812    
              Old April 30th, 2013 (8:31 PM).
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                Two questions please!

                Is there a way to change fire reds girl (red) and boy (blue) text colour when you talk to them?

                Also are we limited to only the colours in Diegoisawesome script tutorial that he mentioned?
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                  #24813    
                Old April 30th, 2013 (8:38 PM).
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                LaDestitute LaDestitute is offline
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                  Not sure about number two, but I remember reading in R&D that text color is linked to overwrite sprites, so certain classes of trainers (including the player?) have certain text colors. Look into that, then?
                    #24814    
                  Old May 1st, 2013 (1:29 AM).
                  QuartierGenerale QuartierGenerale is offline
                     
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                    I need to insert a large number of fakedex in my hack and i want to use PokePic for this...i'm able to easily change the palette, so this is not a problem. The only problem is the size of the new fakemon: often my fakemon are bigger than the replacing one...PokePic ask me to expand the rom for this; doing so works fine, but when in PokePic i return to the image i don't see it anymore..is it only a pointer problem?

                    I've heard that expanding rom make the rom not available for ips patch...for me is not a great problem, today downloading a 16MB files is a snap But are there any other annoying problems related to this expansion? like script overriding or some else?

                    I'm going to enter the fakemon only at game complete and i'm planning a large number of backup, but is not conceivable that i need to test the entire game every 4/5 fakemon inserted.

                    Thanks a lot for help
                      #24815    
                    Old May 1st, 2013 (2:25 AM).
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                    LaDestitute LaDestitute is offline
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                      Start with a fresh rom or your last backup, if you have to.

                      1. Download the Advanced Series Tools from here.
                      2. Open up the Advanced Pokemon Sprite Editor program after unzipping the file.
                      3. Load your rom into the program.
                      4. In the dropdown box under "Species Name:", look for the Pokemon sprites you want to replace. You can also use their Gen III national pokedex number.
                      5. Go to "File>Export Image" at the top and save it. Edit your sprites into it using GIMP, Photoshop, Paint dot Net, etc. With the normal front sprite in the first 64x64 block, the shiny version in the second 64x64 block, the normal back sprite in the third 64x64 block, and the shiny back sprite in the fourth and final 64x64 block. Save the sprite.
                      6. Click the "Edit" button and click the "Import All" button.
                      7. Click the "Synchronise Palettes" button and then click the "OK" button.
                      8. Click the button that says "Find Free Space". See the offset that appears under "Write to Offset:"?
                      Copy that into the "Start Offset:" field and click "Set Write Offset".
                      For example: I got the offset 0x1F7F44. So, in the "Start Offset:" field, I typed in 0x1F7F44.

                      Click the button that says "OK", and exit the program. You're done. Hopefully, if you followed my instructions, your sprite came out fine.
                        #24816    
                      Old May 1st, 2013 (3:45 AM). Edited May 1st, 2013 by karatekid552.
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                      karatekid552 karatekid552 is offline
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                        Quote:
                        Originally Posted by QuartierGenerale View Post
                        I need to insert a large number of fakedex in my hack and i want to use PokePic for this...i'm able to easily change the palette, so this is not a problem. The only problem is the size of the new fakemon: often my fakemon are bigger than the replacing one...PokePic ask me to expand the rom for this; doing so works fine, but when in PokePic i return to the image i don't see it anymore..is it only a pointer problem?

                        I've heard that expanding rom make the rom not available for ips patch...for me is not a great problem, today downloading a 16MB files is a snap But are there any other annoying problems related to this expansion? like script overriding or some else?

                        I'm going to enter the fakemon only at game complete and i'm planning a large number of backup, but is not conceivable that i need to test the entire game every 4/5 fakemon inserted.

                        Thanks a lot for help
                        Don't use pokepic, please. It is sooo buggy, and the method described above is so much safer and it is a lot faster since Wichu's sprite editors will index your images for you and it can import all 4 sprites at once.

                        Quote:
                        Originally Posted by kearnseyboy6 View Post
                        Two questions please!

                        Is there a way to change fire reds girl (red) and boy (blue) text colour when you talk to them?

                        Also are we limited to only the colours in Diegoisawesome script tutorial that he mentioned?
                        1) This page ( http://www.pokecommunity.com/showthread.php?t=239025 ) describes how the colors are distributed to different over world sprites.

                        Now, to change these colors, it is actually pretty simple. All of the text colors are contained withen the same palette as the overworld text box. So, if you can find that, then you can edit it. If you can't find it (please actually give it a try, we have too many lazy people here) just post again and I will help you.

                        2) You are limited to the amount of colors, but by changing the colors in the tut, then you create your own set of text colors.

                        Quote:
                        Originally Posted by LaDestitute View Post
                        Okay, got past the issue of editing the intro sprites.

                        Two questions:
                        1. How would I change a Pokemon's hatch rate to instant and then back to normal? I want the starters in my hack to hatch from eggs, but not have it where their able to abuse the idea to get instant starters later on.

                        2. How would I make an item that either has an affect only on a certain Pokemon, or can be held only by said Pokemon and that the held item changes their battle/icon sprites? I have a hermit crab Pokemon that can swap out shells for stat boosts, while their defense stats are normally low without one.
                        1) There is a special (search through JPAN's study of the special and special2 commands) which will cause the egg in a specific slot to hatch.

                        2) That will require ASM and is basically form changes. These are quite difficult to use and the only person to be completely be successful in them is Jambo, but, as I have said before, he does not wish to share them at the present point in time.

                        If you really want to know why Jambo does not want to share this, it is because he has done a lot of work for the good of the rom hacking community, but a lot of people have disrespected him and all people want is more from him. This is also why his title is "thinking about quitting...". He just can't take some of the people anymore.
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                          #24817    
                        Old May 1st, 2013 (9:03 AM).
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                        Quote:
                        Originally Posted by QuartierGenerale View Post
                        I need to insert a large number of fakedex in my hack and i want to use PokePic for this...i'm able to easily change the palette, so this is not a problem. The only problem is the size of the new fakemon: often my fakemon are bigger than the replacing one...PokePic ask me to expand the rom for this; doing so works fine, but when in PokePic i return to the image i don't see it anymore..is it only a pointer problem?

                        I've heard that expanding rom make the rom not available for ips patch...for me is not a great problem, today downloading a 16MB files is a snap But are there any other annoying problems related to this expansion? like script overriding or some else?

                        I'm going to enter the fakemon only at game complete and i'm planning a large number of backup, but is not conceivable that i need to test the entire game every 4/5 fakemon inserted.

                        Thanks a lot for help
                        karatekid552 is right. Pokepic is extremely glitchy, and is practically obsolete. Wichu's sprite editor is better by far.

                        Also, most proprietary hacks nowadays use expansions. To answer your questions:

                        1. Expanding a ROM doesn't mess up a ROM as long as the FF bytes are appended at the end of the file, so no internal data is changed. This data can later be accessed with the regular pointers, except they use 09 instead of 08 as the ending byte. This can be seen in scripting, where new scripts past the old file boundary use 09xxxxxx instead of 08xxxxxx.

                        2. Yes, IPS is only able to patch two files of the same filesize. Either you can expand a clean ROM and create an IPS off of that, or just use UPS or APS, which contain larger filesizes, but are more comprehensive and filesize-dynamic.
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                          #24818    
                        Old May 1st, 2013 (9:47 AM). Edited May 1st, 2013 by QuartierGenerale.
                        QuartierGenerale QuartierGenerale is offline
                           
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                          Thanks a lot, i was not aware about Wichu's sprite editor...i'll look at this so

                          So i've only change the pallette colors (so no size change) and when i click on write to rom i see a dialog with start offset set to 0x0 and write to offset too. So i think i need to find a free space for saving data...but is not a good way to do this...the best way is simply replace the old space when the data are not bigger, otherwise i use many and many free space putting hundreds of new fakemon
                            #24819    
                          Old May 1st, 2013 (3:20 PM).
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                          Akiba Akiba is offline
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                          Quote:
                          Originally Posted by QuartierGenerale View Post
                          Thanks a lot, i was not aware about Wichu's sprite editor...i'll look at this so

                          So i've only change the pallette colors (so no size change) and when i click on write to rom i see a dialog with start offset set to 0x0 and write to offset too. So i think i need to find a free space for saving data...but is not a good way to do this...the best way is simply replace the old space when the data are not bigger, otherwise i use many and many free space putting hundreds of new fakemon
                          The original ROM has 386 Pokemon, which only take up a small amount of space within the ROM. The entire range of data used by the game doesn't even exceed half of its filesize. If you expand the ROM, then you'll almost never run out of space.
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                            #24820    
                          Old May 1st, 2013 (4:04 PM).
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                          karatekid552 karatekid552 is offline
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                            Quote:
                            Originally Posted by DeltaSalamence View Post
                            The original ROM has 386 Pokemon, which only take up a small amount of space within the ROM. The entire range of data used by the game doesn't even exceed half of its filesize. If you expand the ROM, then you'll almost never run out of space.
                            Just to add to this, XSE 1.1.1 will expand your rom for you. There is a rom expander option in one of the top menu's. I have never used it, but it is there and I haven't seen any complaints about it.
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                              #24821    
                            Old May 1st, 2013 (4:45 PM).
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                            BlackWhiteRobin BlackWhiteRobin is offline
                               
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                              Questions!

                              1) Is there a single tool that lets you patch all .ips/.ups/.aps for the Windows? I found one but it's only for Mac OS.

                              2) In FR, I want to make a POKéMON uncatchable so I set it's catch rate to 0 but every once in a while, and very rare occasions, I can still catch it with a POKé Ball itself. How do I deal with this?
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                                #24822    
                              Old May 1st, 2013 (4:48 PM).
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                                Quote:
                                Originally Posted by robin22gongon View Post
                                Questions!

                                1) Is there a single tool that lets you patch all .ips/.ups/.aps for the Windows? I found one but it's only for Mac OS.

                                2) In FR, I want to make a POKéMON uncatchable so I set it's catch rate to 0 but every once in a while, and very rare occasions, I can still catch it with a POKé Ball itself. How do I deal with this?
                                1) I don't know of one, but I just put all three patching tools in one folder and do them one at a time. It isn't really all that much of a hassle.

                                2) I'm pretty sure this is possible and I do believe that there is a thread around here dealing with this. Probably in R&D....

                                Edit: Read through this thread: http://www.pokecommunity.com/showthread.php?t=250580
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                                  #24823    
                                Old May 2nd, 2013 (3:21 AM).
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                                  Hello, everyone! After searching for a tutorial that helped me with this I couldn't find one.
                                  I wanted to insert some of WesleyFG's "MarnianRegion" tiles into my fire-red rom but keep the same colours his using. Out of all the many tutorials I've read and watched they all requested that you change the colour of the tile you want to insert to the colour the palette provides by default. Could I get an answer to help do this myself or can anyone do this for me.

                                  Thanks!
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                                    #24824    
                                  Old May 2nd, 2013 (3:49 AM).
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                                  Quote:
                                  Originally Posted by Gyrath View Post
                                  Hello, everyone! After searching for a tutorial that helped me with this I couldn't find one.
                                  I wanted to insert some of WesleyFG's "MarnianRegion" tiles into my fire-red rom but keep the same colours his using. Out of all the many tutorials I've read and watched they all requested that you change the colour of the tile you want to insert to the colour the palette provides by default. Could I get an answer to help do this myself or can anyone do this for me.

                                  Thanks!
                                  Ok..

                                  To do this, you need to open the tiles in a paint program.
                                  Use the color picker, and change the RGB of each corresponding pixel to the closest multiple of eight.

                                  Then change the colors of the palette in AdvanceMap's Block Editor to match these colors.

                                  Next, do Save Tileset. Place the new tiles on the Tileset in your paint program, and then save.
                                  Back in the block editor, do Load Tileset.

                                  Done!
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                                    #24825    
                                  Old May 2nd, 2013 (4:14 AM).
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                                    Quote:
                                    Originally Posted by DeltaSalamence View Post
                                    Ok..

                                    To do this, you need to open the tiles in a paint program.
                                    Use the color picker, and change the RGB of each corresponding pixel to the closest multiple of eight.

                                    Then change the colors of the palette in AdvanceMap's Block Editor to match these colors.

                                    Next, do Save Tileset. Place the new tiles on the Tileset in your paint program, and then save.
                                    Back in the block editor, do Load Tileset.

                                    Done!
                                    Thanks! So what would I do if one tile has more colours than of the tile you are changing? What would you have to do in the palette editor?
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