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Development: Dynamic Overworld Palettes

all my pokemon have the wrong palette at the move deleter and possibly other places too, these are standard gen 3 pokemon that haven't been altered on a fairly clean firered 1.0 rom

other than that good job, but can we get an update to fix this one

Edit: I just removed the dynamic palettes and its fixed so this was definitely the problem
 
Would this work for the PC boxes too?
'Cause you know, we can't use generation VI icons because of their palettes, which have to come out of 3 fixed palettes.
Will we be able to use the original generation VI style icons with this hack?
 
Would this work for the PC boxes too?
'Cause you know, we can't use generation VI icons because of their palettes, which have to come out of 3 fixed palettes.
Will we be able to use the original generation VI style icons with this hack?

Sadly no, because the boxes and cursors as well as the existing 3 palettes take up all of the palettes afaik.
 
Edit: I just removed the dynamic palettes and its fixed so this was definitely the problem
Oh ****, good catch!
I'm definitely going to have a look at that and fix it as soon as I can. I was planning to clean up the code a bit anyway, so I'll probably do both things at once. Anyhow, thanks for reporting!

Would this work for the PC boxes too?
'Cause you know, we can't use generation VI icons because of their palettes, which have to come out of 3 fixed palettes.
Will we be able to use the original generation VI style icons with this hack?
Like MrDollSteak said, that won't work unfortunately. I do actually think that some palette slots are unused in the Pokémon menu and the PC boxes, however they would only suffice for the 6 Pokémon in your party at best. Considering a box on the PC can hold up to 30 Pokémon, there's just no way to give each icon its own palette.
 
Hey everyone!

I just wanted to drop by and let you know that I've finally fixed the Move Deleter bug where the Pokémon icon had the wrong palette. (Thanks again for reporting, random321!)

If you used the patch to insert it, you can simply redownload it and apply the new patch on your ROM, you don't need to remove it first. If you inserted it using the Python script, you can download the updated source code here and follow the instructions of the ReadMe like last time.

As always, if you find any bugs that could be a result of this hack, feel free to post them here.
 
Awesome patch, but i have data written to xf00000 already. What program can I use to edit the linker file?
 
Ok, so another question. I'm not very savvy when it comes to Python.

I edited the linker file, moved the rom to the 'Build' folder and executed the Insert script, but nothing seems to happen? I've added the variables to my path as well. Am I doing something wrong?

[PokeCommunity.com] Dynamic Overworld Palettes
 
Running the insertion script from within the Python interpreter is a little cumbersome. The way I meant for it to be run is to simply double-click on the file. If that doesn't work for you, it could mean that .py files are not associated with Python on your system, so you should consider reinstalling it.

Another way would be to hold shift and right click somewhere in the Source folder, select "Open command window here" and run the following line:
Code:
"C:\your path\python.exe" Insert.py
 
Hmm, I'm at a loss. I tried that method with both Python2 and Python3 and I'm getting this error.

[PokeCommunity.com] Dynamic Overworld Palettes


Sorry to keep bothering you with this, but any idea what I'm doing wrong?
 
That worked. Thanks so much for all your help Navenatox!
 
Update:

  • Fixed a bug that occured when a tiny or extra large shadow appeared on screen.
  • Fixed a bug that occured when using doanimation 0x1E (fly animation).
  • Removed a few byte casts so you can use more than 256 NPC palettes (you might have to repoint the palette table though).
To insert, just redownload and apply over your existing ROM.
 
Update:

  • Fixed a bug that occured when a tiny or extra large shadow appeared on screen.
  • Fixed a bug that occured when using doanimation 0x1E (fly animation).
  • Removed a few byte casts so you can use more than 256 NPC palettes (you might have to repoint the palette table though).
To insert, just redownload and apply over your existing ROM.

THANK YOU! No. 2 happened to be driving me nuts. Happy to see this is still in development.
 
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