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256/240 color Titlescreen (Firered)

wait, i think i know what the problem is
On nlz-gba when importing the bitmap, i find an offset on free space fnder and paste it in. when i click ok, it says
amount of pointers found: 0
how do i fix that?
 
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When I tried to load my rom into NLZ-GBA-Advance, it gave me an error...

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at Nintenlord.NLZ_GBA_Advance.Program.UpdateGraphics()
at Nintenlord.NLZ_GBA_Advance.Form1.textBox1_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at Nintenlord.NLZ_GBA_Advance.Form1.set_imageIndex(Int32 value)
at Nintenlord.NLZ_GBA_Advance.Program.LoadROM(String path)
at Nintenlord.NLZ_GBA_Advance.Form1.loadROMToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
NLZ-GBA Advance
Assembly Version: 5.0.0.0
Win32 Version: 5.0.0.0
CodeBase: file:///C:/Users/ts/Desktop/Emulator/Hacking%20Stuff/Pokemon%20Hacking/NLZ-GBA%20Advance/NLZ-GBA%20Advance.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Just so you guys know; this doesn't always work out. But if this happens, try using GBA Graphics Editor. I did that and it worked perfectly fine.

And everyone else: GAWD. Read the whole entire guide. If you get that result, you didn't replace the tile maps. Your tiles weren't aligned yet.
 
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Tilemaps are how the tiles are arranged. The tilemaps are in the same order as the original screen, which is why your screen looks wonky. You need to edit the tilemap in order for it to look properly.
...and how would you do that?
sorry, im sort of a noob :P
 
...and how would you do that?
sorry, im sort of a noob


Its in the tut... (Step 5 - Making the raw)

the "raw" is the tilemap. just follow the steps.
 
Well I rushed this tutorial a bit but all the information that you need is included.
If you follow each step correctly you wont have any issues.
About NLZ-GBA it is for importing to big images where unzl.gba chrashes but yes you could use another tool for it to if you know how to use it.
 
hey i tried with a clean rom and it worked
though i do think it got something to do with pointers on nlz-gba as with the old rom it used to say "amount of pointers found: 0"
and after trying a few different offsets on the clean rom, it finally said
"amount of pointers found: 1 (offset-was-here)"
thank anyways, its a brilliant tut :)
 
well, its\ easy but my only problem is... when i import my palette in APE its said PALETTE not loaded or what then i tried to import it again it said error. pls help?
 
Thank you!
This was a good tutorial and it works!
 
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.
 
Anbuja's_BlooDY said:
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.
 
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
[PokeCommunity.com] 256/240 color Titlescreen (Firered)

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:)
 
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Cool tutorial, i'm gonna try it out for sure!!!!!!!!
Keep up posting nice tuts ;D
 
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Damn! I got disappointed when I first entered the topic and I saw the tutorial was gone. Is it normal around here to delete all your work when you leave the forums?
 
What font is used for "Waterfall Version"?
 
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