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- Seen Aug 20, 2017
256/240 color Titlescreen (FireRed)
Tools used/required:
-NLZ-GBA Advance (for importing the big titlescreen image when done)
-UNZL-GBA
-APE
-NTME
-Irfanview (used for indexing and for the palette)
-FSF (Free Space Finder)
Step 1 – Preparing the titlescreen image
We start with making a full titlescreen image,
a full titlescreen image is the titlescreen with everything on it.
The pokemon, the logo, the press start button and the background.
This is a full titlescreen image:
See that's a "full titlescreen image", for those who still didn't get what I was saying.
Make sure the image is not bigger then 240×160 if it is crop it to size.
Step 2 – Indexing the titlescreen image
Now we have to index the image you can do this by opening the image in irfanview.
Then go to the menu in irfanview.
Go to image -> decrease color depth
Then uncheck floyd dithering and set colors to 239.
You should get this:
Next while your still in irfanview go to image -> palette -> the edit palette.
edit the first color to a bright color by double clicking it.
Then go to image -> palette -> the export palette.
And save the palette.
Then save your image with a different name then your unindexed image. Next open the unindexed image and the indexed image in paint. Copy and paste the unindexed image on to the indexed image and hit save.
Note, the modern version of Paint distributed in Windows 7 does no longer support indexed files. If you use this version, please find an alternative.
Step 3 – Importing the palette to the ROM
Open up your ROM in APE and then go to offset 00EAB6C4.
Then go to Edit -> Adjusted palette -> import
Import the palette you saved in step 2.
Then hit replace next go to offset 00EAB6E4 then click the > arrow in the most down index like shown in this screenshot:
Then go on like that and hit replace until you had all 16 indexes.
Here are the offsets and which index they use of the palette you imported.
Quote:
00EAB6C4 – Index 1
00EAB6E4 – Index 2
00EAB704 – Index 3
00EAB724 – Index 4
00EAB744 – Index 5
00EAB764 – Index 6
00EAB784 – Index 7
00EAB7A4 – Index 8
00EAB7C4 – Index 9
00EAB7E4 – Index 10
00EAB804 – Index 11
00EAB824 – Index 12
00EAB844 – Index 13
00EAD5E8 – Index 14
00EAE094 – Index 15
Step 4 – Importing the image to the rom
First open unzl.gba en load your rom then go to 2009 or 2010 somewhere around that is your Pokemon logo image it should look like this:
Then copy the image offset in my case (00EAB8C4).
Next open NLZ-GBA Advance and load your rom.
Then go to offset 00EAB8C4 click it on 256 colors then click import bitmap.
Then this popup should appear:
I choose the offset to repoint to 800000 since I don't know how much bytes I need for the titlescreen.
This is because the normal of way of checking this through unzl.gba does not work as it crashes unzl.gba.
When you clicked ok you should get a message that states that the image is repointed.
Next click write to ROM and then close the program.
Step 5 – Making the raw
Open NTME then click File -> open tileset select the image you saved at step 2 the indexed image.
Next in the tilemap area make sure you set the preset size to FR/LG TS.
Next in the tile selection menu click on the + for width and height until you have the whole image this way you spare a lot of time making the raw.
It will look like this:
Then go to the menu again and click File -> save tilemap and save it as a raw.
Step 6 – Importing the raw
Next open unzl.gba and load your rom go to the location where the pokemon logo was 2009/2010,
then go 1 image further so 2010/2011 then click on file -> load raw and write that to your ROM.
It should give you an error as your tilemap size is to big.
Note the compressed size is: 564.
This shows how many bytes it needs to be written to the ROM.
Now open FSF (Free Space Finder) open your ROM through file -> open ROM.
Then select search from offset 700000 and type the 564 in the hex field it will show 1380 in the dec field this is the number of bytes it needs.
Next type that number in needed bytes and click search it will show it to you like this:
So now write that offset down/copy it.
And go back to unzl.gba to the raw image on number 2011 in 16 colors then load your raw again and this time repoint the image to the offset FSF gave you.
Step 7 – Removing blinking and blocks
I included a zip file with all replacement images.
To remove the blinking you have to go to unzl.gba and open your rom.
Then go to offset 140 in 16 colors look around there for the flames if you find them hit 1 time the previous button so that you will see this image:
Save that image and then open it in paint. Turn the whole image to the transparent color so in this case the blue.
Make sure when you save it that it's indexed. Or you can use my indexed image and import it through unzl.gba the image file name is: "blinking image.png"
Next go to the charizard image around 2010, save the image and then make it 1px in both height and width with only the transparent color.
Make sure when you save it that it's indexed. Or use my included indexed image called: "transparent.png"
Next go to the image after charizard and import the transparent image this will make the animation before the titlescreen be black with just a blinking bar that goes through it else you would have wierd kind of blocks there.
Then go to the press start gamefreak image which is around 2012 save the image and then make it 1px in both height and width with only the transparent color.
Make sure when you save it that it's indexed. Or use my included indexed image called: "transparent.png"
Next go to the image after the gamefreak image and import the transparent image this will make the animation before the titlescreen be black with just a blinking bar that goes through it else you would have wierd kind of blocks there.
Once you've done all this your titlescreen should work completely have fun!
Credits Tutorial
- Horus/Seth/Black Charizard(.) (Me ;p)
- WilliamGJ (For his tutorial on how to make a 256 color titlescreen from which I have built upon)
- X-Buster (For helping with researching some parts)
Tutorial Files
Click Here!
Tools used/required:
-NLZ-GBA Advance (for importing the big titlescreen image when done)
-UNZL-GBA
-APE
-NTME
-Irfanview (used for indexing and for the palette)
-FSF (Free Space Finder)
Step 1 – Preparing the titlescreen image
We start with making a full titlescreen image,
a full titlescreen image is the titlescreen with everything on it.
The pokemon, the logo, the press start button and the background.
This is a full titlescreen image:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img153/7042/6neh.png)
See that's a "full titlescreen image", for those who still didn't get what I was saying.
Make sure the image is not bigger then 240×160 if it is crop it to size.
Step 2 – Indexing the titlescreen image
Now we have to index the image you can do this by opening the image in irfanview.
Then go to the menu in irfanview.
Go to image -> decrease color depth
Then uncheck floyd dithering and set colors to 239.
You should get this:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img39/299/p6ws.png)
Next while your still in irfanview go to image -> palette -> the edit palette.
edit the first color to a bright color by double clicking it.
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img853/3317/gzcx.png)
Then go to image -> palette -> the export palette.
And save the palette.
Then save your image with a different name then your unindexed image. Next open the unindexed image and the indexed image in paint. Copy and paste the unindexed image on to the indexed image and hit save.
Note, the modern version of Paint distributed in Windows 7 does no longer support indexed files. If you use this version, please find an alternative.
Step 3 – Importing the palette to the ROM
Open up your ROM in APE and then go to offset 00EAB6C4.
Then go to Edit -> Adjusted palette -> import
Import the palette you saved in step 2.
Then hit replace next go to offset 00EAB6E4 then click the > arrow in the most down index like shown in this screenshot:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img138/4278/f7p3.png)
Then go on like that and hit replace until you had all 16 indexes.
Here are the offsets and which index they use of the palette you imported.
Quote:
00EAB6C4 – Index 1
00EAB6E4 – Index 2
00EAB704 – Index 3
00EAB724 – Index 4
00EAB744 – Index 5
00EAB764 – Index 6
00EAB784 – Index 7
00EAB7A4 – Index 8
00EAB7C4 – Index 9
00EAB7E4 – Index 10
00EAB804 – Index 11
00EAB824 – Index 12
00EAB844 – Index 13
00EAD5E8 – Index 14
00EAE094 – Index 15
Step 4 – Importing the image to the rom
First open unzl.gba en load your rom then go to 2009 or 2010 somewhere around that is your Pokemon logo image it should look like this:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img818/1387/1yh7.png)
Then copy the image offset in my case (00EAB8C4).
Next open NLZ-GBA Advance and load your rom.
Then go to offset 00EAB8C4 click it on 256 colors then click import bitmap.
Then this popup should appear:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img14/1833/731w.png)
I choose the offset to repoint to 800000 since I don't know how much bytes I need for the titlescreen.
This is because the normal of way of checking this through unzl.gba does not work as it crashes unzl.gba.
When you clicked ok you should get a message that states that the image is repointed.
Next click write to ROM and then close the program.
Step 5 – Making the raw
Open NTME then click File -> open tileset select the image you saved at step 2 the indexed image.
Next in the tilemap area make sure you set the preset size to FR/LG TS.
Next in the tile selection menu click on the + for width and height until you have the whole image this way you spare a lot of time making the raw.
It will look like this:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img29/7854/wozi.png)
Then go to the menu again and click File -> save tilemap and save it as a raw.
Step 6 – Importing the raw
Next open unzl.gba and load your rom go to the location where the pokemon logo was 2009/2010,
then go 1 image further so 2010/2011 then click on file -> load raw and write that to your ROM.
It should give you an error as your tilemap size is to big.
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img132/9521/ugym.png)
Note the compressed size is: 564.
This shows how many bytes it needs to be written to the ROM.
Now open FSF (Free Space Finder) open your ROM through file -> open ROM.
Then select search from offset 700000 and type the 564 in the hex field it will show 1380 in the dec field this is the number of bytes it needs.
Next type that number in needed bytes and click search it will show it to you like this:
![[PokeCommunity.com] 256/240 color Titlescreen (Firered) [PokeCommunity.com] 256/240 color Titlescreen (Firered)](https://imageshack.us/a/img202/5725/xezj.png)
So now write that offset down/copy it.
And go back to unzl.gba to the raw image on number 2011 in 16 colors then load your raw again and this time repoint the image to the offset FSF gave you.
Step 7 – Removing blinking and blocks
I included a zip file with all replacement images.
To remove the blinking you have to go to unzl.gba and open your rom.
Then go to offset 140 in 16 colors look around there for the flames if you find them hit 1 time the previous button so that you will see this image:
Save that image and then open it in paint. Turn the whole image to the transparent color so in this case the blue.
Make sure when you save it that it's indexed. Or you can use my indexed image and import it through unzl.gba the image file name is: "blinking image.png"
Next go to the charizard image around 2010, save the image and then make it 1px in both height and width with only the transparent color.
Make sure when you save it that it's indexed. Or use my included indexed image called: "transparent.png"
Next go to the image after charizard and import the transparent image this will make the animation before the titlescreen be black with just a blinking bar that goes through it else you would have wierd kind of blocks there.
Then go to the press start gamefreak image which is around 2012 save the image and then make it 1px in both height and width with only the transparent color.
Make sure when you save it that it's indexed. Or use my included indexed image called: "transparent.png"
Next go to the image after the gamefreak image and import the transparent image this will make the animation before the titlescreen be black with just a blinking bar that goes through it else you would have wierd kind of blocks there.
Once you've done all this your titlescreen should work completely have fun!
Credits Tutorial
- Horus/Seth/Black Charizard(.) (Me ;p)
- WilliamGJ (For his tutorial on how to make a 256 color titlescreen from which I have built upon)
- X-Buster (For helping with researching some parts)
Tutorial Files
Click Here!
Last edited: