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[Other] Item Image Issues

AkameTheBulbasaur

Akame Marukawa of Iyotono
  • 410
    Posts
    11
    Years
    Usually, when I try to insert images for items that are already in Pokemon games from a later generation (gens four, five and six), NSE inserts them with no problem. Recently however, I've been having issues inserting a couple items.

    The items are Razor Fang and Protector. I got the images from Bulpapedia (Which has worked in the past)

    Does anyone know anything about how item images are supposed to look in a hex editor, or know anything about how item image data is structured?

    I'll post a link to the exact images I used when I get off of mobile.
     
    Yeah, the images are indexed, at least I did the same process to index them as the ones that worked.

    Here's Razor Fang

    And Here's Protector.

    When I insert the compressed image there is something wrong with the compression, I'm convinced. I fiddled around with the image data slightly in a Hex Editor and the closest I could get to a complete image was this.

    Warning: This is a screenshot and not a .bmp like the other two.

    So my guess is somewhere along the line during the compression process, the image is getting so scrambled that the ROM can't process it and it crashes.

    Edit: I have gotten Razor Fang to work through some miracle, but Protector still has the same problem, and I'm afraid I might have more problems with future item images.
     
    Last edited:
    Deleting your post. How mature. This isn't the time or place so I'll keep this brief, but flaming my or anyone else's profile and deleting your post because I didn't have time to be on Pokecommunity when you wanted me to isn't cool.

    Now to the actual information I wanted to post. I discovered something about the actual hexadecimal make up of an item's image. When the messed up Protector image was first inserted, the first eight bytes of the image in a hex editor were "10 20 01 00 2A 00 00 E0" The 2A and E0 seem to control something related to the size (possibly) because changing those two numbers allowed me to view it in the game without it crashing, although the image itself was scrambled much like the screenshot I posted earlier. Changing 2A and E0 to 20 and 50 seemed to let me display the image, but it was scrambled beyond recognition. I tried all sorts of combinations with those two bytes, but I couldn't figure out what relationship they had to the item image or to each other.

    I know they must be important, because I was able to fix a corrupted image of already existing items (Charcoal to be precise) by changing these bytes to what they were in a clean FireRed ROM.
     
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