Nico_hacker
DJ Nico: Totaly n00b on hack's
- 3
- Posts
- 16
- Years
- Ice-cold Norway!
- Seen Nov 28, 2008
You really need a English course man! Serious, you have like a millions of typing errors! Still, keep up your good work with tutorials ;)
may i ask? where would i get the hex editor thing?
may i ask? where would i get the hex editor thing?
You could ue google. I'll hopefully update the tut soon.
sory never mind what i said... n_n hehehe... but will i use the same offset that i used in the pokemon sprite to the back sprite?
Thank you..n_n yeah thanks for this tut. hehehe it help me alot
This is what I think about the 25 slots:
Ruby and Saphire were based off of Crystal but (almost) completely reprogrammed. Back in the day of Crystal, you had to have a new Pokemon for every Unown letter (there were 26 for the 26 letters in the Alphabet). But when they overhauled the code, they left in the extra Unowns until after they had programmed all the Pokemon. Then they went back and programmed the Unown Shape Byte into the Random Pokemon Generator in the game, thus eliminating the need for those extra 25 Unowns. They moved the Pokemon after Unown into those slots, but they didn't feel like moving the Hoenn Pokemon, so they just left those slots open.
So they actually were other Pokemon, and Celebi and the others are actually old Unowns, while Empty Slot 25 used to be Celebi. Get it?
Boy, that was a long post.
EDIT: Boy, I sure hope that you get the Cry Editing Tutorial in.
after you have imported it to unlz.gba, have another look at it again. is there some strange lines at the bottom of the image? could possibly be that the image is too big or you are evading the auto abort if it is too big.
The Backsprite uses the same pallette as the front sprite which explains the colour issue, so far you can't ecounter free-slot pokemon in the wild due to pokedex glitches so, you can only use give-pokemon events. You can also disable the pokedex in a wild event somehow, but I don't have the knowledge on how to do that....
Sure, thanks for the icon tut. I'll have to look at it soon. :)
Confused? Ok I'll try to explain my steps for now:
1. Here are the hexs and the ones marked in red are the ones I used:
00811440
00811450
00811460
00811470
00811480
00811490
008114A0
008114B0
008114C0
008114D0
2. Import image >> 64x64 indexed .gif file. (links for images used not available, atm)
3.Write to rom Typed the hexadecimals in on unlz-gba exactly like this:
(FRONT)
Image offset: 00811480
Palette offset: 00811440
(BACK)
Image offset: 008114D0
Palette offset: 00811490
..Then 'ticked' only 'export image' and 'export platette' and clicked 'ok'
4. Then gone to p.e.p. and typed in the same hexs like this:
sprite offset: 811480
back sprite: 8114D0
Norm pallette: 811440
Shiny pallette: 811490
..save to rom..
4. ....I've yet to get one good instance of where the images are like I made them on my pc (i.e the scramble static graphic on one or the other).
I thought I'd break it down as well as I could, though.. Hopefully, it's kewl to be read and followed, and I'll get the screens as soon as I hit 15+ post limit. Thanks! Yo! :O
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Peace.
The image takes much more Hex space. Do the image, insert only 1, save it. Re open the Hex Editor, find fre space and repeat like this.
You really need a English course man! Serious, you have like a millions of typing errors!