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[ASM & Hex] It was possible to do?

Blah

Free supporter
1,924
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  • I think about make separate palletes for SHINY ICONS when we get Shiny Pokemon. It was possible to do in GBA roms? I not asking in sense of same RUBY. But also for EMERALD

    I can't speak for the other ROMs, but in Firered when an Icon is loaded it evaluates PID to determine which unown letter to show. You can make a small hook there and evaluate shiny and use a different palette.
     

    Zervais

    Island Kahuna
    258
    Posts
    7
    Years
  • I would love to know how to do this too, unfortunately I can't create my own ASM routines. Also, we would need to create all the shiny palettes.

    Something I did notice was when using Advanced Series Icon Editor, you can select a palette for the icon. None include the Pokemon's shiny version, but perhaps these can be edited and then a routine can be created for changing the icons to their shiny forms.
     

    Blah

    Free supporter
    1,924
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  • Yeah there are a couple of tables.

    Here's data from the community hack header which you can look at:
    https://github.com/EternalCode/g3headers/blob/pokenav/include/pokeagb/pokemon/pokeicons.h

    The idea is there is a table with pal indexes 0-2, indexed by species. For a given species, the pal is going to be:
    index = pal_index_table[species]; // i.e the 3rd value would be for Venasaur
    pal = pal_table[index]

    So you just need to change how the game calculates this, expand the tables and load a different palette easily. Because Unowns exist, the game uses a special function that takes species and returns which pal to use.
     
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