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[Other] ERRORS !!!

I wanted to replace professor oak with a xerneas ;) and I used infranview to rearrange the pallets in the 7th row so I was trying to insert it and this showed u .https://ibb.co/Zxh9p5D Can anyone help me with it plz :(

Copied answer from somewhere:
If you get an error when writing to ROM which says that it's too big, you will need to find space for it. For this use Free Space Finder. When you get an error in unLZ-GBA, copy down the hex number displayed in the error box, which in your case is 7F4. Open up Free Space Finder, and load your ROM from the "File" tab. Now, in the bottom right corner in the hex box, write in the number the error box displayed. In the box above it, it will show the number in decimal. Copy the decimal number and paste it in the box next to "Needed Bytes". Under that, make sure "Search from the beginning of the ROM" is selected, then click "Search". After that click "Copy". In unLZ-GBA, click "Write to ROM" again. Tick the "Automatically fix pointers" option, and in the first text box, delete everything, then type in two 0 and press Ctrl+V. Once that's done you can click OK.

Please search for an answer before asking.
 
I am sorry to ask but can u tell me where exactly is the box next to "Needed bytes" . There is a box below it called byte skipping (i don't remember clearly) and a box above it and then there is a huge box where free space offsets appear after a search
 
Ulgh, this error really bugs me... it should say "which is too big".

But to answer your question - When you click "Write to ROM", you can uncheck the box
Auto abort if new data is bigger

Just make sure you do like what PokeChu said first and find a new offset to put the image and type it in the Image Offset box first.
 
I am sorry to ask but can u tell me where exactly is the box next to "Needed bytes" . There is a box below it called byte skipping (i don't remember clearly) and a box above it and then there is a huge box where free space offsets appear after a search

If you dont see a hexadecimal to decimal converting box in your Free Space Finder, then you are probably using the version which I use, which is also different from what a lot of people use.

You can download the other free space finder and then in that case, you can follow PokeChu's steps.

I just never bothered to find and download a different free space finder because I use a physical calculator to do the hexadecimal <---> decimal conversions and all. You can also use online converters. Just google a "hex to dec converter" or something like that.

Basically, once you convert the hex number in unlz error box to decimal, put the decimal number in free space finder's Needed Bytes box and follow PokeChu's steps from the "Under that, make sure 'Search from the beginning of the ROM' is selected" portion and afterwards.

Sorry for poor English.
 
I am sorry to ask but can u tell me where exactly is the box next to "Needed bytes" . There is a box below it called byte skipping (i don't remember clearly) and a box above it and then there is a huge box where free space offsets appear after a search

Download the latest version of FSF from here to understand what I am talking about.

Ulgh, this error really bugs me... it should say "which is too big".

But to answer your question - When you click "Write to ROM", you can uncheck the box
Auto abort if new data is bigger

Just make sure you do like what PokeChu said first and find a new offset to put the image and type it in the Image Offset box first.

By thunder, are you out of your mind? Unchecking this box literally means that you are telling unLZ.gba to delete anything that is in it's way. But I suppose that if you specify new offsets, then maybe it is safe...
 
Thank u so much mate, But thinking bout it I was using the latest version of fsf , and I also had the hexadecimal conversation at the bottom right corner the problem was pokechu telling me "to paste the decimal number in the box 'NEXT' to the needed bytes.

So I was confused coz I was not able to find the box pokechu mentioned. It was jus misunderstood. Sorry.

And BTW I used HxD to find free space it was quite easy :)
 
Thank u so much mate, But thinking bout it I was using the latest version of fsf , and I also had the hexadecimal conversation at the bottom right corner the problem was pokechu telling me "to paste the decimal number in the box 'NEXT' to the needed bytes.

So I was confused coz I was not able to find the box pokechu mentioned. It was jus misunderstood. Sorry.

And BTW I used HxD to find free space it was quite easy :)

Yes, that is another way, but opening it again and again... FSF is better in my opinion.
 
Ah yes. Sorry it was late when I posted this. I was actually thinking of the other one about checking the auto repointing box.

Basically, don't uncheck the Auto abort one, unless you can no longer suffer the indignation of a typo in a completed program :P
 
I got another error :( after importing the picture I replaced oak's palette with xerneas palette using adv palette editor. (I used a 16 color pal). The problem was when I tested it out and to my surprise the palette suited perfectly....................



BUUUUUUUUUUUUUUUUUUUTTTTTTTTTTTTT The borders were replaced with a color that wasn't even there in my palette, some kind of green, not my neon green (I will attach the pic later) replaced my black border.

Can anyone suggest the problem plz
 
Did you make sure you changed the original background colour of your Xerneas to the top leftmost colour of the palette?

I.e. like with all sprites (even ones with 256 colours in their palette), the top left/first one is still the background one.
 
Last edited:
Top left of 256. The other colours are still part of the palette despite only using the 7th row etc
 
Yep. Colour #1 of the 256 is still the background colour.

PS, you can use two rows of colours for the intro sequence sprites, so 32 + the background one
 
Like I explained, the background colour is still the first slot of the 256 palette, regardless of which rows the sprite accesses. So the first colour of your 7th row can be whatever.
 
Palette error :( I have first inserted back sprites to my ROM, then I thought of changing it and replacing it another set of back sprites, I inserted the back sprite and the pal using NSE 2.0, it looked okay in NSE but when I tested out the ROM, the image was inserted but not the pal, (BTW it used the first inserted sprite pal) , I tried repointing it and reinserting, and yet it didnt work (╥_╥) can somebody point out my issue (mostly poke chu or taco bell24 :)



P.S : I WILL USE THESE (个_个) , POKECHU
 
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