MayanMan2012
Pokemon Dawn/Dusk: Coming Soon
- 39
- Posts
- 14
- Years
- Seen Sep 23, 2024
Hello, and welcome. I've been hacking here for a while, and I thought I'd find out how to do something that I hadn't seen explained here. I tried to figure it out, make sure there were no bugs in the method, and I hope this is of use to you.
Tools Needed:
MS Paint
IrfanView
unLZ-GBA
Advance Palette Editor
Nameless TileMap Editor
MS Paint
IrfanView
unLZ-GBA
Advance Palette Editor
Nameless TileMap Editor
Pokemon Logo and Version Name
I'm sure you've all seen this, but I wanted to take it to the next step. Very simple process, really. I have figured out how to place the logo anywhere you want on the titlescreen.
I'm sure you've all seen this, but I wanted to take it to the next step. Very simple process, really. I have figured out how to place the logo anywhere you want on the titlescreen.
Step One:
Goto (roughly) 2009 in unLZ-GBA
Goto (roughly) 2009 in unLZ-GBA
Step Two:
Click "Save as..." and load the image in photoshop
Click "Save as..." and load the image in photoshop
Step Three:
Load your game in VBA or No$GBA
Load your game in VBA or No$GBA
Step Four:
At the titlescreen, click tools - palette viewer - save bg, save as an ACT
At the titlescreen, click tools - palette viewer - save bg, save as an ACT
Step Five:
In Photoshop, goto Image - mode - palette table, and click load. Load the palette from the game, and click okay
In Photoshop, goto Image - mode - palette table, and click load. Load the palette from the game, and click okay
Step Six:
Copy the image and paste in Paint
Copy the image and paste in Paint
Step Seven:
Erase the "FireRed Version" text and replace with your logo
Erase the "FireRed Version" text and replace with your logo
Step Eight:
Place the new logo in Photoshop, goto image - palette table, and click grayscale in the drop down menu. Save the image
Place the new logo in Photoshop, goto image - palette table, and click grayscale in the drop down menu. Save the image
Step Nine:
Import the image into unLZ-GBA, and click write to rom. It should work
Import the image into unLZ-GBA, and click write to rom. It should work
Step Ten:
This is where the new step comes in. Open the new logo in NTME
This is where the new step comes in. Open the new logo in NTME
Step Eleven:
Using the Tile Selection box on the right, select the "pokemon" part of the logo and place anywhere in the bottom screen
Using the Tile Selection box on the right, select the "pokemon" part of the logo and place anywhere in the bottom screen
Step Twelve:
Place the rest of the logo underneath the "pokemon" part. Save the tilemap
Place the rest of the logo underneath the "pokemon" part. Save the tilemap
Step Thirteen:
Back in unLZ-GBA, goto the next image after the logo (probably 2010, but there is a slight chance yours will be different), and goto file, load raw. Select the tilemap you just made, and click write to rom. It should also work.
Back in unLZ-GBA, goto the next image after the logo (probably 2010, but there is a slight chance yours will be different), and goto file, load raw. Select the tilemap you just made, and click write to rom. It should also work.
Step Fourteen:
Check in your game to see if you did it correctly! Enjoy!
Check in your game to see if you did it correctly! Enjoy!
Titlescreen Charizard
Again, this is a hacker's basic cup of tea. It's often changed almost as much as the logo, so most people who are experienced know how to do this. However, I have some extra features that I hope you all can find useful.
Step One:
Select your image (it can be any size, as long as it doesn't exceed the size of the titlescreen ;)
Step Two:
Open the image in IrFanView, click Image - Decrease Color Depth - 16 Colors [4 BPP] - OK
Step Three:
Goto Image - Palette - Edit Palette, and edit the first color. Hopefully, and probably, this will be your background color, otherwise you will need to do further palette editing. Make the color a bright color that is very different from any other colors in your picture.
Step Four:
Goto Image - Palette - Export Palette, and save it as a PAL file
Step Five:
Save the image as a PNG
Step Six:
Open up NTME and your saved image
Step Seven:
Using the tile selection box, place the image anywhere in the bottom screen
Step Eight:
In the Palettemap tab in NTME, make sure the whole image is "0"'s. Then cover your new image in "D"'s. Save the tilemap
Step Nine:
Open up unLZ-GBA with your rom, goto (roughly) 2011, and import your image with the bright background. Click write to rom. Depending on the size of your image, you may have to write a new offset
Step Ten:
Goto the next pointer (probably 2012). Goto File - Load Raw, and load your tilemap. Again, depending on the size of your image, you may need to repoint the offset
Step Eleven:
Open up APE with your rom, and goto the offset EAD5E8. Load the palette you exported during the beginning
Now for me, it never works quite right. If it works fine for you, go on to Step Thirteen
Step Twelve:
Try to import the palette again, until you get an error message saying Runtime Error 13. The palette numbers should still appear. Either screen capture or write down the numbers, and close the application. Re-open APE, and at the offset EAD5E8, write the palette numbers in the bottom two rows. Click Replace, and the Load. the palette at the top should be the new palette.
Step Thirteen:
Click Replace, and the Load. the palette at the top should be the new palette
Step Fourteen:
Check in your game to see if you did it correctly! Enjoy!
Next to come:
Titlescreen background
Titlescreen Fire
Again, this is a hacker's basic cup of tea. It's often changed almost as much as the logo, so most people who are experienced know how to do this. However, I have some extra features that I hope you all can find useful.
Step One:
Select your image (it can be any size, as long as it doesn't exceed the size of the titlescreen ;)
Step Two:
Open the image in IrFanView, click Image - Decrease Color Depth - 16 Colors [4 BPP] - OK
Step Three:
Goto Image - Palette - Edit Palette, and edit the first color. Hopefully, and probably, this will be your background color, otherwise you will need to do further palette editing. Make the color a bright color that is very different from any other colors in your picture.
Step Four:
Goto Image - Palette - Export Palette, and save it as a PAL file
Step Five:
Save the image as a PNG
Step Six:
Open up NTME and your saved image
Step Seven:
Using the tile selection box, place the image anywhere in the bottom screen
Step Eight:
In the Palettemap tab in NTME, make sure the whole image is "0"'s. Then cover your new image in "D"'s. Save the tilemap
Step Nine:
Open up unLZ-GBA with your rom, goto (roughly) 2011, and import your image with the bright background. Click write to rom. Depending on the size of your image, you may have to write a new offset
Step Ten:
Goto the next pointer (probably 2012). Goto File - Load Raw, and load your tilemap. Again, depending on the size of your image, you may need to repoint the offset
Step Eleven:
Open up APE with your rom, and goto the offset EAD5E8. Load the palette you exported during the beginning
Now for me, it never works quite right. If it works fine for you, go on to Step Thirteen
Step Twelve:
Try to import the palette again, until you get an error message saying Runtime Error 13. The palette numbers should still appear. Either screen capture or write down the numbers, and close the application. Re-open APE, and at the offset EAD5E8, write the palette numbers in the bottom two rows. Click Replace, and the Load. the palette at the top should be the new palette.
Step Thirteen:
Click Replace, and the Load. the palette at the top should be the new palette
Step Fourteen:
Check in your game to see if you did it correctly! Enjoy!
Next to come:
Titlescreen background
Titlescreen Fire
Tell me if there is anything else I should show how to edit!
~MayanMan
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