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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Wow, I can't beleive I missed the most important bit of information. x.x Anyways I am using fire red, and I want to be able to use that palette in NSE (Nameless Sprite Editor).
I don't know the capabilities of NSE, but this should work fine; At 0x3A5158 in the ROM, there is a list of data structures:
Code:
0x0 - Pointer to palette
0x4 - Half-word for palette number.
0x6 - Buffer (0x0000)
The game loops through these pointers until it reaches the 'end' which is marked by eight 0x00 bytes (0000000000000000)

So, in the ROM it's this data:
Code:
 Pointer    #  Buf
------------------
28D83608 0311 0000    ;Pal #03
48D83608 0411 0000    ;Pal #04
68D83608 0511 0000    ;Pal #05
88D83608 0611 0000    ;Pal #06
A8D83608 0711 0000    ;Pal #07
C8D83608 0811 0000    ;Pal #08
E8D83608 0911 0000    ;Pal #09
08D93608 0A11 0000    ;Pal #10
68B93508 0011 0000    ;Pal #00
68E93508 0111 0000    ;Pal #01
88E93508 0211 0000    ;Pal #02
08803908 0B11 0000    ;Pal #11
28803908 0C11 0000    ;Pal #12
68B93508 1011 0000    ;Pal #16
68E93508 1111 0000    ;Pal #17
A84E3908 1311 0000    ;Pal #19
E85A3908 1511 0000    ;Pal #21
C8523908 1411 0000    ;Pal #20
00000000 0000 0000    ;End structure
I don't know why it's in that order, or why every pal # starts with 0x11, but it has to be there.

What you have to do is repoint this data to somewhere with free space. There are pointers at 0x05F4D8, 0x05F570 and 0x05F5C8.

So, the repointed data will look as such:
Code:
;Pointer    #  Buf
;-----------------
28D83608 0311 0000    ;Pal #03
48D83608 0411 0000    ;Pal #04
68D83608 0511 0000    ;Pal #05
88D83608 0611 0000    ;Pal #06
A8D83608 0711 0000    ;Pal #07
C8D83608 0811 0000    ;Pal #08
E8D83608 0911 0000    ;Pal #09
08D93608 0A11 0000    ;Pal #10
68B93508 0011 0000    ;Pal #00
68E93508 0111 0000    ;Pal #01
88E93508 0211 0000    ;Pal #02
08803908 0B11 0000    ;Pal #11
28803908 0C11 0000    ;Pal #12
68B93508 1011 0000    ;Pal #16
68E93508 1111 0000    ;Pal #17
A84E3908 1311 0000    ;Pal #19
E85A3908 1511 0000    ;Pal #21
C8523908 1411 0000    ;Pal #20
;New Palette stored at 0x800000 in the ROM.
00008008 1611 0000    ;Pal #22
00000000 0000 0000    ;End structure

Also, you will have to edit which palette it overwrites in game, which is done by editing a half-byte in the OW Data. Once you get this part done, PM me and I will tell you how to do that.
 
This question either belongs here, or in the script thread, but whatever.
For some reason, after I made a headbutt behavior byte, it won't allow doanimation to work. Is there any way to fix this, or some workaround?
 
This question either belongs here, or in the script thread, but whatever.
For some reason, after I made a headbutt behavior byte, it won't allow doanimation to work. Is there any way to fix this, or some workaround?
Try changing the behaviour byte number?
 
How do you write in the "Pokemon Version" style? by this I mean the arch at the beginng of the Pokemon games and "insert name version" words. (FireRed Version, LeafGreen Version, etc etc)
 
XD I like the username! /offtopic

You'd have to use UnLzGBA and rip the graphics, and then you would do your changes, in the way you want to do them, then you index them, reinsert and repoint the image so it fits correctly.

Well, I think he meant how you actually make the graphic for it.
WordArt has it, I think, you can tweak the intensity of the curve, and give it a border. Have a look in MS Word if you have it, and you should see something. When you have it typed out the way you want you can copy/paste it to Photoshop and tweak it a bit, then you need to index it. There's a tutorial SOMEWHERE in the Tutorials section, it's an older one, but it's good. Have a look around there, you should find it.
 
Hello! Could someone tell me an EASY trainer editor for Fire Red and Leaf Green please? :) I've already got the Advance-Trainer and the Advance-Map but its not so clear how to use those, cos the trainers are shuffled...
 
A-Trainer's as easy as you're going to get. A-trainer's probably about the only one, when you think about it...the rest are all dodgy. Just open up the trainer in a script and figure out which one it is, then edit that one. That's the only way you're going to do it unless you hack A-trainer to work on your own order instead of the order they're found in the ROM.

And, uh, never mind my last question. I inserted everything and stuff, but this happens:

[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)


Okay, so my problem for not realising the border was automatic and not controlled by me. I'll figure that out later. The only thing that's bugging me is - what's with the greens instead of the white that's meant to be there?
 
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A-Trainer's as easy as you're going to get. A-trainer's probably about the only one, when you think about it...the rest are all dodgy. Just open up the trainer in a script and figure out which one it is, then edit that one. That's the only way you're going to do it unless you hack A-trainer to work on your own order instead of the order they're found in the ROM.

And, uh, never mind my last question. I inserted everything and stuff, but this happens:

[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)


Okay, so my problem for not realising the border was automatic and not controlled by me. I'll figure that out later. The only thing that's bugging me is - what's with the greens instead of the white that's meant to be there?
My guess is that you did not use the exact colors of the origanal map the same happend to me. You will to edit the tileset png and remake it in tilemolster and save it. Then insert the new one.
 
I don't know the capabilities of NSE, but this should work fine; At 0x3A5158 in the ROM, there is a list of data structures:
Code:
0x0 - Pointer to palette
0x4 - Half-word for palette number.
0x6 - Buffer (0x0000)
The game loops through these pointers until it reaches the 'end' which is marked by eight 0x00 bytes (0000000000000000)

So, in the ROM it's this data:
Code:
 Pointer    #  Buf
------------------
28D83608 0311 0000    ;Pal #03
48D83608 0411 0000    ;Pal #04
68D83608 0511 0000    ;Pal #05
88D83608 0611 0000    ;Pal #06
A8D83608 0711 0000    ;Pal #07
C8D83608 0811 0000    ;Pal #08
E8D83608 0911 0000    ;Pal #09
08D93608 0A11 0000    ;Pal #10
68B93508 0011 0000    ;Pal #00
68E93508 0111 0000    ;Pal #01
88E93508 0211 0000    ;Pal #02
08803908 0B11 0000    ;Pal #11
28803908 0C11 0000    ;Pal #12
68B93508 1011 0000    ;Pal #16
68E93508 1111 0000    ;Pal #17
A84E3908 1311 0000    ;Pal #19
E85A3908 1511 0000    ;Pal #21
C8523908 1411 0000    ;Pal #20
00000000 0000 0000    ;End structure
I don't know why it's in that order, or why every pal # starts with 0x11, but it has to be there.

What you have to do is repoint this data to somewhere with free space. There are pointers at 0x05F4D8, 0x05F570 and 0x05F5C8.

So, the repointed data will look as such:
Code:
;Pointer    #  Buf
;-----------------
28D83608 0311 0000    ;Pal #03
48D83608 0411 0000    ;Pal #04
68D83608 0511 0000    ;Pal #05
88D83608 0611 0000    ;Pal #06
A8D83608 0711 0000    ;Pal #07
C8D83608 0811 0000    ;Pal #08
E8D83608 0911 0000    ;Pal #09
08D93608 0A11 0000    ;Pal #10
68B93508 0011 0000    ;Pal #00
68E93508 0111 0000    ;Pal #01
88E93508 0211 0000    ;Pal #02
08803908 0B11 0000    ;Pal #11
28803908 0C11 0000    ;Pal #12
68B93508 1011 0000    ;Pal #16
68E93508 1111 0000    ;Pal #17
A84E3908 1311 0000    ;Pal #19
E85A3908 1511 0000    ;Pal #21
C8523908 1411 0000    ;Pal #20
;New Palette stored at 0x800000 in the ROM.
00008008 1611 0000    ;Pal #22
00000000 0000 0000    ;End structure

Also, you will have to edit which palette it overwrites in game, which is done by editing a half-byte in the OW Data. Once you get this part done, PM me and I will tell you how to do that.

1 question before I do that, can I just make a new sprite table with it's own palette table that is completely seperate from the first?
Forgot to mention NSE is just like Overworld Editer RE, only it has more functions.

EDIT: I guess I didn't read close enough, I beleive you answered my question and I completely over read it or just plain missed it.
 
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Hello, I have been trying to learn some ASM :P Using Hackmew's tutorials but for some reason whenever I open the debugger and use it with a rom the debugger instantly shuts down with an error report. Does anybody know how I can fix this?
 
Hey, quick question here - how do you edit what it says or shows when you zoom into the map in Emerald? You know, like, how, under cities, it shows a picture? Where are those pictures found - where is the text saying "Mt. Chimney" or the like?
 
Does anyone know how to edit the textboxes and fonts in pokemon firered ?
If so,can someone point me in the direction of a tutorial or guide me themselves ?

Thanks,









------------
~Fury
------------
 
Does anyone know how to edit the textboxes and fonts in pokemon firered ?
If so,can someone point me in the direction of a tutorial or guide me themselves ?

Thanks,









------------
~Fury
------------
I don't know how to edit the text boxes but as for the font I have a program called Fonted that edits the font but it is a really early beta and is extremely buggy so I suggest find a later release. But I can give you the one I have if you can't find it.
 
Hi guys I've replace some picture with unlzGBA and there are some glitches, see.

[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

[PokeCommunity.com] [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)


What can I do to fix that ?
 
I used an old attack editor to change the effect of an attack to somthing tha doesn't exist so now everytime i try to use the move in-game, the game freezes and nothing happens. If I try to view it in AEP (attack editor pro), AEP also crashes. Is there anyway I can edit the move (Swords Dance) from an outside program and change the effect?
 
Hey, quick question here - how do you edit what it says or shows when you zoom into the map in Emerald? You know, like, how, under cities, it shows a picture? Where are those pictures found - where is the text saying "Mt. Chimney" or the like?

I believe it can be done in A-Map, but I am unsure. Could you post a picture showing what you mean?
 
I need help I rip Pokemon emerald flannery gym tile into firered game but after inserting it and that I enter the gym and it was all black
edit:fix
 
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Right, ive downloaded Wichu's Sprite tool but whenever i import an indexed sprite and synchonise pallettes it kinda combines it with the previous pokemon.
Do i have to import both the regular and shiny before i synchronise?
 
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