- 25
- Posts
- 9
- Years
- Rio Grande do Sul, Brazil
- Seen Nov 6, 2018
Update 1: https://www.pokecommunity.com/posts/9865251/
My first post contributing to the community, I'm so excited.
Sorry for bad english.I tried so hard and get so far, but in the end, it doesn't even matter.
12 PALETTES FOR POKEMON ICONS
Hey, like the box ones
Sorry, this image is so unnecessary big, but I don't know another way to show it.
If you were like me, you would have wondered why there is just 3 palettes for icons, when you sure have space for more.
Pokedex and Summary Screen loads just the pallete of the 'mon shown in the screen at the moment, and the box, trainer card and party screen have space at least 12 unused palletes.
And the worst, the 3 palettes used are simply ugly, I don't know why they used it in further games like BW.
But, I know how we can do better! I took the 7 gen sprites and made a row of 12 pallets with it, trying to cover every single Pokémon as close as I could to the the actual colors.
This is what I get in the end:
(I put 3 separated if someone want to use then, but don't want to expand the number of the palettes used)
Here is an example of what we can do using this palettes and how close we can get to the last gen:
I have done almost evertything alone, but I couldn't complete this because I don't know how to "transfer" the palletes from trainer card from the "background" to the "sprites" layer =(.
And probabily you have to make the game regonize then, making it read the pallete from icons on trainer card from the other area, it's just a guess, I don't know, I thought someone here could help me :3.
Anyway, I have made:
And that's it.
Doing it the new palettes should be correct load in party, summary screen, box and pokedex and the Pokemon can use then.
I don't remember of another use for Pokemons icons so I don't tested it.
Trainer Card it still work, just Pokémon won't be loaded in the correct pallete, a poor fix to it is just throwing away the function of printing Pokémon, but for me and the most of rom hackers, this shouldn't be a option.
For the make the 'mons use the new palletes, just redo the table in 0x3D3E80, one byte per Pokémon, each one control what palette it will use. 00 for Palette 1, 01 for Palette 2, etc.
No need to say, but if you expanded the dex, this table will be in another place.
I will be adapting every single Pokémon sprites from SUN/MOON UNTIL GEN 7 for my new palettes, make second frames and I will do a resource thread with it if someone help with trainer card, if no one helps, there is no point of pointing this resource and even I will have no use for it ;~~;.
Thanks for reading, I hope someway this helped the community to make even better rom hacks.
^^
My first post contributing to the community, I'm so excited.
Sorry for bad english.I tried so hard and get so far, but in the end, it doesn't even matter.
12 PALETTES FOR POKEMON ICONS
Hey, like the box ones
Spoiler:
![[PokeCommunity.com] 12 Palettes for Icons [PokeCommunity.com] 12 Palettes for Icons](https://i.imgur.com/ymg6QFf.png)
Sorry, this image is so unnecessary big, but I don't know another way to show it.
If you were like me, you would have wondered why there is just 3 palettes for icons, when you sure have space for more.
Pokedex and Summary Screen loads just the pallete of the 'mon shown in the screen at the moment, and the box, trainer card and party screen have space at least 12 unused palletes.
And the worst, the 3 palettes used are simply ugly, I don't know why they used it in further games like BW.
But, I know how we can do better! I took the 7 gen sprites and made a row of 12 pallets with it, trying to cover every single Pokémon as close as I could to the the actual colors.
This is what I get in the end:
![[PokeCommunity.com] 12 Palettes for Icons [PokeCommunity.com] 12 Palettes for Icons](https://i.imgur.com/3vIjm2f.png)
(I put 3 separated if someone want to use then, but don't want to expand the number of the palettes used)
Here is an example of what we can do using this palettes and how close we can get to the last gen:
![[PokeCommunity.com] 12 Palettes for Icons [PokeCommunity.com] 12 Palettes for Icons](https://i.imgur.com/BJxr0vu.png)
I have done almost evertything alone, but I couldn't complete this because I don't know how to "transfer" the palletes from trainer card from the "background" to the "sprites" layer =(.
And probabily you have to make the game regonize then, making it read the pallete from icons on trainer card from the other area, it's just a guess, I don't know, I thought someone here could help me :3.
Anyway, I have made:
Spoiler:
(All offsets for Fire Red, but it should be easy to find the EM ones.)
First of all, change the byte in 0x097090 to 0F.
Afther this, insert your new palettes in the rom, they should be uncompressed and put one after the other.
Here are my palletes in hex for the ones who want:
Palette 1
6C42
CE39
FF7F
FF7F
5626
7F1B
5819
5E16
706A
884D
DA39
FF56
0E57
083A
4A29
C618
Palette 2
6C42
CE39
F75E
FF7F
E925
CE22
7527
5E16
6E21
5626
7F1B
9E4B
1E32
3921
4A29
C618
Palette 3
6C42
CE39
F75A
FF7F
A959
906A
162E
1D47
5626
7F1B
3921
4D49
F369
4D25
4A29
C618
Palette 4
6C42
CE39
F75E
FF7F
0846
0D63
C925
CE2E
1425
BC39
DF52
D225
BC32
9E67
4A29
C618
Palette 5
6C42
CE39
F75E
FF7F
0E39
D651
3352
1A6F
6E21
5626
7F1B
E538
8855
6F7E
4A29
C618
Palette 6
6C42
CE39
F75E
FF7F
0E39
A749
8E66
977F
6E21
5626
7F1B
C629
D651
8A3E
4A29
C618
Palette 7
6C42
CE39
F75E
FF7F
6B3D
3152
1425
BE35
C95D
EF7E
DF52
DF5F
F729
5E23
4A29
C618
Palette 8
6C42
3146
F75E
FF7F
E538
C955
CD7E
977F
351D
FC29
B165
CE39
7F33
1722
4A29
C618
Palette 9
6C42
CE39
F75E
FF7F
9A21
B73E
6E55
365E
5941
D128
0D63
0846
5D2F
D225
4A29
C618
Palette 10
6C42
CE39
F75E
FF7F
482E
2E47
5819
5E16
6E21
5626
7F1B
9E4B
AC7A
EB45
4A29
C618
Palette 11
6C42
CE39
F75E
FF7F
351D
DE21
C959
147F
FC46
D235
1539
5C56
9E4B
7726
4A29
C618
Palette 12
6C42
CE39
F75E
FF7F
E538
8855
6F7E
5F22
352D
3E4E
A84E
C629
BE57
322A
4A29
C618
Repoint the original first one 0x3D3740.
After this, repoint the table at 0x3D4038 and create your new one, the format of an entry is (PALETTE POINTER) and ("C0 DA 00 00" + pallete id) well, I don't get how it work so well, but if you want to box, pokedex, summary screen and party screen work, just use this table format for your palette not overwrite or be overwriten by any other:
The last entry in the table has to be 00 00 00 00
First of all, change the byte in 0x097090 to 0F.
Afther this, insert your new palettes in the rom, they should be uncompressed and put one after the other.
Here are my palletes in hex for the ones who want:
Spoiler:
Palette 1
6C42
CE39
FF7F
FF7F
5626
7F1B
5819
5E16
706A
884D
DA39
FF56
0E57
083A
4A29
C618
Palette 2
6C42
CE39
F75E
FF7F
E925
CE22
7527
5E16
6E21
5626
7F1B
9E4B
1E32
3921
4A29
C618
Palette 3
6C42
CE39
F75A
FF7F
A959
906A
162E
1D47
5626
7F1B
3921
4D49
F369
4D25
4A29
C618
Palette 4
6C42
CE39
F75E
FF7F
0846
0D63
C925
CE2E
1425
BC39
DF52
D225
BC32
9E67
4A29
C618
Palette 5
6C42
CE39
F75E
FF7F
0E39
D651
3352
1A6F
6E21
5626
7F1B
E538
8855
6F7E
4A29
C618
Palette 6
6C42
CE39
F75E
FF7F
0E39
A749
8E66
977F
6E21
5626
7F1B
C629
D651
8A3E
4A29
C618
Palette 7
6C42
CE39
F75E
FF7F
6B3D
3152
1425
BE35
C95D
EF7E
DF52
DF5F
F729
5E23
4A29
C618
Palette 8
6C42
3146
F75E
FF7F
E538
C955
CD7E
977F
351D
FC29
B165
CE39
7F33
1722
4A29
C618
Palette 9
6C42
CE39
F75E
FF7F
9A21
B73E
6E55
365E
5941
D128
0D63
0846
5D2F
D225
4A29
C618
Palette 10
6C42
CE39
F75E
FF7F
482E
2E47
5819
5E16
6E21
5626
7F1B
9E4B
AC7A
EB45
4A29
C618
Palette 11
6C42
CE39
F75E
FF7F
351D
DE21
C959
147F
FC46
D235
1539
5C56
9E4B
7726
4A29
C618
Palette 12
6C42
CE39
F75E
FF7F
E538
8855
6F7E
5F22
352D
3E4E
A84E
C629
BE57
322A
4A29
C618
Repoint the original first one 0x3D3740.
After this, repoint the table at 0x3D4038 and create your new one, the format of an entry is (PALETTE POINTER) and ("C0 DA 00 00" + pallete id) well, I don't get how it work so well, but if you want to box, pokedex, summary screen and party screen work, just use this table format for your palette not overwrite or be overwriten by any other:
Spoiler:
(PALETTE 1 POINTER) C0 DA 00 00 (PALETTE 2 POINTER) C1 DA 00 00 (PALETTE 3 POINTER) C2 DA 00 00 (PALETTE 4 POINTER) C3 DA 00 00 (PALETTE 5 POINTER) C4 DA 00 00 (PALETTE 6 POINTER) C5 DA 00 00 (PALETTE 7 POINTER) C8 DA 00 00 (PALETTE 8 POINTER) C7 DA 00 00 (PALETTE 9 POINTER) CB DA 00 00 (PALETTE 10 POINTER) CC DA 00 00 (PALETTE 11 POINTER) CD DA 00 00 (PALETTE 12 POINTER) CE DA 00 00 00 00 00 00
And that's it.
Doing it the new palettes should be correct load in party, summary screen, box and pokedex and the Pokemon can use then.
I don't remember of another use for Pokemons icons so I don't tested it.
Trainer Card it still work, just Pokémon won't be loaded in the correct pallete, a poor fix to it is just throwing away the function of printing Pokémon, but for me and the most of rom hackers, this shouldn't be a option.
For the make the 'mons use the new palletes, just redo the table in 0x3D3E80, one byte per Pokémon, each one control what palette it will use. 00 for Palette 1, 01 for Palette 2, etc.
No need to say, but if you expanded the dex, this table will be in another place.
I will be adapting every single Pokémon sprites from SUN/MOON UNTIL GEN 7 for my new palettes, make second frames and I will do a resource thread with it if someone help with trainer card, if no one helps, there is no point of pointing this resource and even I will have no use for it ;~~;.
Thanks for reading, I hope someway this helped the community to make even better rom hacks.
^^
Last edited: