Dr. Seuss
Will finish GS Chronicles, I swear!
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Hi to all! this my first tutorial in this forum, this tutorial is already exist, to be accurate was written by SteveN/Dante, but her tutorial is a bit inaccurate and thr images are broken, is because I decide write a new tutorial about this, using her method, but in a better version and more detailed, ok let's go!
===============
Required Tools
===============
• VisualBoy Advance
• Unlzgba or NLZgba
• Paint (I suggest use Paint of Windows XP, but any version is valid)
• APE
• Character Maker Pro/IrfanView, GIMP or any program to index bitmaps
• Adobe Photoshop (Any version is valid)
Ok, with the requiered tools, It's time to start!
=========
Step 1
=========
First to all we need pick a boy sprite to use in the intro, the intro sprites size allow a maxium of 64x96 pixels, we can use a DS sprite without resize, but Is necessary index the image to 16-colors bitmap, I choose for the tutorial this sprite, credits to Aero for the sprite:
Now with Character Maker Pro, or irfanview, or your favorite program you need index the sprite to 16 colors, to be honest is not necessary use a background color, I'll explain why later.
Now is time to export the pallete, In Character Maker Pro only Hit Pallete>Export palletes, and save your pallete in .act format.
=========
Step 2
=========
Now I need write to the ROM the new palletes for our future sprite, for this action we need open our ROM with hackmew's tool APE, and go to the desired offset of the sprite to change, the offsets are:
In APE import the desired pallete, in my case the boy palletes.
now we import the previously saved pallete and save the new pallete.
========
Step 3
========
Now is time to make the exportations, opem your ROM with VBA and start a new game, in the intro when you came to the boy sprite you can see the boy sprite with a strange colors, is because you're watching the new palletes.
Now without skipping the sprite screen in VBA go to Tools>Pallete Viewer, and a window with the current used palletes appear, in the bottom of the window hit "Save BG" and save as "BG.act"
========
Step 4
========
Now we need make the final sprite to be inserted, now open yor ROM with Unlzgba and mark the option "256 color mode" and activate the option "use Black/White", now go to the desired index, the intro sprites are placed around the numbers 330-350 (The boy sprite usually is placed in the 341 number, but in my case is placed in 335), you can identify the sprites easy because you can see their respective silouettes, when you found your desired sprite hit "save as" and save the image in .png format.
Now is time to use photoshop, open the exported image, you can only see the silouette, if you like see the colors need import the full palletes, now go to the photohop toolbar and hit Image>Mode>Color table, and a window with the current palletes is opened, now hit in "load" and find the file "bg.act".when you select the pallete you can see now a full colored sprite, but with the strange colors, hit in "Ok" and save your image.
Now I can put our new sprite, I recommend use for this operation Mspaint of Windows XP because Mspaint of Windows 7/8 not works good with indexed bitmaps, when you're completed our new sprite you are ready to insert in your ROM
Now we need return to unlzgba, go to the sprite to change and uncheck the option "Black/white mode" and is time to import our new sprite, if the new sprite not use all the 64x96 pixels is probably that not necessary make a repoint (I don't explain how to find free space and repoint)
If you follow properly every step of the tutorial the final result would be ok:
If you follow all the steps and not obtain the desired result try again,remember make a lot of backups if you not are sure if you can doing this.
Credits to:
SteveN/Dante; Original creator of this method, I only make a more easy way to change the sprites and explain some things better, found the correct Oak pallete, (And put a lot of images)
===============
Required Tools
===============
• VisualBoy Advance
• Unlzgba or NLZgba
• Paint (I suggest use Paint of Windows XP, but any version is valid)
• APE
• Character Maker Pro/IrfanView, GIMP or any program to index bitmaps
• Adobe Photoshop (Any version is valid)
Ok, with the requiered tools, It's time to start!
=========
Step 1
=========
First to all we need pick a boy sprite to use in the intro, the intro sprites size allow a maxium of 64x96 pixels, we can use a DS sprite without resize, but Is necessary index the image to 16-colors bitmap, I choose for the tutorial this sprite, credits to Aero for the sprite:
Spoiler:
Now with Character Maker Pro, or irfanview, or your favorite program you need index the sprite to 16 colors, to be honest is not necessary use a background color, I'll explain why later.
Spoiler:
Now is time to export the pallete, In Character Maker Pro only Hit Pallete>Export palletes, and save your pallete in .act format.
Spoiler:
=========
Step 2
=========
Now I need write to the ROM the new palletes for our future sprite, for this action we need open our ROM with hackmew's tool APE, and go to the desired offset of the sprite to change, the offsets are:
Code:
Boy Pallete: 0046161C
Girl Pallete: 00460EF0
Rival Pallete: 004623B0
Prof. Oak Pallete: 00461CF6
In APE import the desired pallete, in my case the boy palletes.
Spoiler:
now we import the previously saved pallete and save the new pallete.
========
Step 3
========
Now is time to make the exportations, opem your ROM with VBA and start a new game, in the intro when you came to the boy sprite you can see the boy sprite with a strange colors, is because you're watching the new palletes.
Spoiler:
Now without skipping the sprite screen in VBA go to Tools>Pallete Viewer, and a window with the current used palletes appear, in the bottom of the window hit "Save BG" and save as "BG.act"
Spoiler:
========
Step 4
========
Now we need make the final sprite to be inserted, now open yor ROM with Unlzgba and mark the option "256 color mode" and activate the option "use Black/White", now go to the desired index, the intro sprites are placed around the numbers 330-350 (The boy sprite usually is placed in the 341 number, but in my case is placed in 335), you can identify the sprites easy because you can see their respective silouettes, when you found your desired sprite hit "save as" and save the image in .png format.
Spoiler:
Now is time to use photoshop, open the exported image, you can only see the silouette, if you like see the colors need import the full palletes, now go to the photohop toolbar and hit Image>Mode>Color table, and a window with the current palletes is opened, now hit in "load" and find the file "bg.act".when you select the pallete you can see now a full colored sprite, but with the strange colors, hit in "Ok" and save your image.
Spoiler:
Now I can put our new sprite, I recommend use for this operation Mspaint of Windows XP because Mspaint of Windows 7/8 not works good with indexed bitmaps, when you're completed our new sprite you are ready to insert in your ROM
Spoiler:
Now we need return to unlzgba, go to the sprite to change and uncheck the option "Black/white mode" and is time to import our new sprite, if the new sprite not use all the 64x96 pixels is probably that not necessary make a repoint (I don't explain how to find free space and repoint)
Spoiler:
If you follow properly every step of the tutorial the final result would be ok:
If you follow all the steps and not obtain the desired result try again,remember make a lot of backups if you not are sure if you can doing this.
Credits to:
SteveN/Dante; Original creator of this method, I only make a more easy way to change the sprites and explain some things better, found the correct Oak pallete, (And put a lot of images)