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[Other] How to make each new OW Sprite I add to a ROM, have its own Palette saved separately?

LegendChu

❤ CAREFREE, BUT CARING ❤
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    Okay, according to my knowledge, there are 35 Palettes used by Overworld Sprites in Emerald, 27 Palettes in Ruby & 18 Palettes in FireRed (correct me if I'm wrong).

    Suppose I want to add more Overworld Sprites, obviously the Palette of almost every Sprite I add, will be different from any of the existing Palettes in the ROM.

    My question is, how do I make each OW Sprite I add to a ROM, have its Palette saved separately as well, without messing up the colours of the other Sprites, coz when I use NSE to Load a Sprite & select any of the three options - (Image, Palette, All), the Sprite either doesn't show up at all or has messy colours.

    Pika Pika :chu:
     

    C me

    Creator of Pokemon League Of Legends
  • 681
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    • Seen Apr 9, 2021
    Would like to know the answer to this too. Only way I see doing it is using unused palletes, palletes only used by < 3 sprites and just not using those sprites. Or, making new sprites have the same colours as the old palletes (not ideal).
     

    LegendChu

    ❤ CAREFREE, BUT CARING ❤
  • 14,123
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    Would like to know the answer to this too. Only way I see doing it is using unused palletes, palletes only used by < 3 sprites and just not using those sprites. Or, making new sprites have the same colours as the old palletes (not ideal).

    Exactly why I asked the question C me, coz if you're working on a major revamp, I mean changing OWs of all Gym Leaders, Elite Four, Hero/Heroine, Pokemon, there are just not enough Palettes to work with & making new sprites have existing Palettes, will always give you messy sprites.

    https://www.pokecommunity.com/showthread.php?t=297647
    The most complete OW hacking guide I know of. Good luck finding the offsets if you're not using those games though.

    Ya NewDenverCity, I'm aware of that Tutorial & I've tried following it, but just can't seem to get it working.

    I've seen hacks where a lot of OWs are used (for e.g. Pokemon Glazed) & it seems that they use a lot of different Palettes, much more than what's available.

    As for me though, I just can't figure out how to match Palettes. Can anyone suggest some easy way that every Sprite I add to a ROM has its correct Palette saved? I know its not easy, but still, does anyone have something that can make it possible?

    Pika Pika :chu:
     

    C me

    Creator of Pokemon League Of Legends
  • 681
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    • Seen Apr 9, 2021
    You could probably expand the palette table but I don't know if there are any limiters. Also only certain palettes can be used e.g. 0,3 but 1 and 2 can't. I don't know why but if there is a way to use those gap ones that would be nice too.
     

    LegendChu

    ❤ CAREFREE, BUT CARING ❤
  • 14,123
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    I think that you an use Palettes which are not used in the game, to save a new Palette for your Sprite, but I don't think there are too many unused Palettes in the game, so the problem still remains.

    Pika Pika :chu:
     

    C me

    Creator of Pokemon League Of Legends
  • 681
    Posts
    10
    Years
    • Seen Apr 9, 2021
    I think that you an use Palettes which are not used in the game, to save a new Palette for your Sprite, but I don't think there are too many unused Palettes in the game, so the problem still remains.

    Pika Pika :chu:

    Overworld editors won't let you.
     

    GalladedOlive

    Former Pokémon ROM Hacker/Video Editor
  • 15
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    • Seen Jul 13, 2015
    I just want my 16-Color Bitmap Image to replace the Palette of the Default Trainer Sprite. I'm using NSE Classic, but when I import the Image, & make sure it's on Image, it just saves the Normal Palette instead. I've tried Palette & All, but they don't seem to help out that much. What am I doing wrong that's not letting me get my Custom Palette in to the NSE Classic Program?
     
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