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- Seen Feb 1, 2014
Thanks karatekid, i'll try :)
Hello there! I have a question which i really need to be answered. I repointed the pointer which points to the OWS-table to 0x00801000 and i copyed and pasted the old OWS-table to 0x00801000. Then i added a new pointer to that table pointing to 0x00802000 where i've added a copy of the hero-data. Now i open NSE and go to "View>Offset". I tried putting in various offsets because i didn't know which one it wanted me to give. I tried giving it the offset to where the pointer to the sprite-table was (the one i repointed to 0x00801000), i tried giving it the offset to the actuall spritetable, i tried giving it 0x0080125C which is the pointer in the spritetable which leads to 0x00802000 where i have the sprite-data. All this, but i couldn't get the texture to show up in NSE!! And when i activate "Advanced Mode" and go to the first default sprite (Hero) I see that under "Sprite Pointer: " It sais "$H35BB68". When i once again put in "80125C" at "View>Offset" I see that "Sprite Pointer: " is the value which is changing. So i go back to the default hero and check the "Sprite Pointer: " and ofc it shows "$H35BB68" So i go to my Hex Workshop and go to the offset "0035BB68" but it just leads me to a bucnh of zeros?!?!?! So which offset am i going to add to "View>Offset"? I mean, if the no. 1 sprite which is hero points to "35BB68" which is only a bunch of zero's, how can that offset possibly give the texture to the hero? And how am i supposed to find the "zero space" of my sprite?!
If you run out of flags, I have a risky, but worth it solution. Just let me know if you do.
Please, never use that giant text again. Please. Also, the pallette is messed up because they both share a pallette. A much better way to do it would be to use GIMP and index them both with the same pallette before insertion. An even easier way, just use Wichu's Sprite Editor: The Advance Series. It does the pallettes for you and will also do shiny pallettes very easily.
Edit: I see you've already used Wichu's but your giant text prevented me from seeing the first part of your message. No kidding. Give it another try. The problem is that your images will have to share the same pallette before going into Wichu's sprite editor.
I'm just going to tell you how to add a new OW. First, never use the hero data for an OW template, pick a regular OW. Now, copy and paste the data that the pointer in our first table points to (the one that begins FFFF10) to some free space. Create a pointer at end of our table to this new location.
Now, modify the ini file for NSE to reflect the new location of our table.
Next, open NSE and go into options and turn "Advanced Mode" on. Then go under boundaries and turn them all off.
Now you should be able to edit your new sprite, very similar to how it works in OWERE. Remember to repoint the sprite pointer so a new bank. NSE can create this new bank, the in a preference option in one of the menus.
Sorry if I sound noobish, I'm pretty new around... But how do I create the ini file?
I forgot, NSE doesn't have one. Okay, open up the folder that cam with NSE Classic. Now, open the readme.txt file. There are instructions in it for making your own .ini.
THANKS! I really want to thank you, I've been asking like 10 questions in the past two days and YOU have answered them all, even though they are at different threads. You've really helped me and others out. Just wanted to thank you for putting your time in charing experience by helping ^^
I have another question :P I have repointed my sprite-table, but how can i repoint the palette-table? I am importing a sprite from emerald and have to use a palette from there, but i don't know how to add new palettes :( Links to guides are strongly appreciated :)
This is the only tutorial, but it require JPAN's engine. I know how to do it without, you just have to repoint the pallette table which is at 3A5158, then add more pallettes are set up in an 8 byte format:
Pointer (4bytes)-pallette number (1byte)-11-00-00. The origional table ends at 3A51E7 and there are three pointers to the origional table that need to be changed. Just search for 58513A08 and change all of the results.
i have 2 odd situations going on...
1: i have map connection issues... when going from map 1 to map 2 it works fine... but when coming back they dont work... its like walking into a wall... the connection is there... looking at the header following the connection offset the hex info for the connection (its straight forward) is also correct... I cant find any reason y it wouldnt work...
2: I added a map bank 43... and have added 20 maps to it... it seems anything over 18 i cant warp to... i get black screens... there are no events on the map, no map scritps... no reason for it to do anything other than warp me to where i wanna go... but it dont :(
both these things work in advance map... by double clicking the warp i get warped... and by following the map connection it goes where its supposed to go...
all other map connections ive made have worked fine... and all other warps from the map im working with work fine (its the main town map so there are alot of warps)
is there a max warp per map? is there something im missing... just any ideas would help cause from looking at the code it seems right...
This is the only tutorial, but it require JPAN's engine. I know how to do it without, you just have to repoint the pallette table which is at 3A5158, then add more pallettes are set up in an 8 byte format:
Pointer (4bytes)-pallette number (1byte)-11-00-00. The origional table ends at 3A51E7 and there are three pointers to the origional table that need to be changed. Just search for 58513A08 and change all of the results.
1. Can you go back and forth in A-map?
2. Sometimes maps get corrupted. Just insert the new maps that don't work into a new map bank and change everything to point to there new locations. Then everything should work.
1. yes i can...
2. I tried once making a bank 44 and it did not work... but i shall try some more...
I did corrupt a map bad once... but they are fairly easy to fix in the hex editor... this stuff is pretty straight forward (1 month ago I had done no hex work or skripting... at all... it was all gibberish) its alot of fun to learn
If you run out of flags, I have a risky, but worth it solution. Just let me know if you do.
Please, never use that giant text again. Please. Also, the pallette is messed up because they both share a pallette. A much better way to do it would be to use GIMP and index them both with the same pallette before insertion. An even easier way, just use Wichu's Sprite Editor: The Advance Series. It does the pallettes for you and will also do shiny pallettes very easily.
Edit: I see you've already used Wichu's but your giant text prevented me from seeing the first part of your message. No kidding. Give it another try. The problem is that your images will have to share the same pallette before going into Wichu's sprite editor.
I fixed it but there is a little problem, do i really need to have the same pallette?, cause look
It looks like:
When it should be looking with the skin more shaded, how do i do that?