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Tool: Nameless Sprite Editor [Classic]

I have a problem with this tool. Everytime I open it. This thing always pops up.

" Application failed to intialize properly. (0xc0000135) "

Help? ;X
 
Excuse My Absence

First I'd like to say sorry everybody...:(
I just got back from ~ a week of Boyscout Camp, and it turns out I got the
flu or something, so I've been in bed... :(

I have a glitch for you:
Editing anything in the Preferences box, even just the Animation type, then saving, obliterates the image.

Not just this, the editor seems to think that 00 is still the free space byte, when it's actually FF. (Using BPRE)


  1. This is most likely because you have the Preference Window in "All" mode, NSE thinks you want to re-point the sprite as well. Switching to "Index" mode will fix this problem. I'll try to make it more user-friendly
  2. Yes this a problem due to a misplaced comment symbol.

I have found a Bug. IF I edit the text box of Fire Red, in game it Restart or hang.

This is because you overwrote the data directly after the text box.

[PokeCommunity.com] Nameless Sprite Editor [Classic]

^ The stuff in the red box do not touch ^

This data tells the game how to display the text box (or so I think), and won't do much good if you've overwritten it.

I have a problem with this tool. Everytime I open it. This thing always pops up.

" Application failed to intialize properly. (0xc0000135) "

Help? ;X

Install/Reinstall the latest version of the .net framework from Microsoft's website


Since I've put you all through so much trouble here's a soon to come picture that should get your hopes up a little...
Spoiler:
 
Is that Lugia's sprite? Does that mean you can edit sprites in NSE? =o
 
oh mah goodness, can't wait for lz functionality :D
lol, now i'm psyched :D
 
That's strange is a way.
What happens if I changed the size of Lugia's sprite? To, let's say... 1234x9876?
Is there a size limit set?
How does it look in battle?

This is one of the most useful tools I've ever used. Good job!
 
Wait, about LZ thing, can we scroll through like we do unLZ? Honest question because I can't remember the individual codes for the Pokemon/Trainers. :(
 
Very nice tool ;)

I hope you continue working on it and the one time it also may increase the overworld.
 
Epic

Wow this is looks f-in' awesome!!!!
Cant wait use it!!!!!!!!!!
 
I cant wait for the lz function. :D

Also, Im trying to find the water animation in Tile Molester to bookmark the offset in NSE but Im having troubles finding it. Would you happen to have the offset lying around anywhere? In Fire Red, btw.

EDIT: Well, I found where the water tiles start. At this offset. 3A7674
And here is the pallet. EA1BE8
Only problem is the tiles are spread apart. Is there any way to get them together in one picture?
 
Last edited:
Update 1.7

Update NSE 1.7-
Yay, it's finally here XD


  • Fixed some bugs
  • An overall speedup
  • Better, faster free space finding
  • More dynamics added to bookmarks, (Image lengths, more dynamic pointers, support for LZ bookmarks)
  • LZ Decompression and Re-compression on both images and palettes
  • Re-point compressed images and palettes, NSE will search for and change any referencing pointers
  • Automatically finds free-space or do it yourself in Advanced Mode

-----
[PokeCommunity.com] Nameless Sprite Editor [Classic]
-----


[PokeCommunity.com] Nameless Sprite Editor [Classic]


[PokeCommunity.com] Nameless Sprite Editor [Classic]


Get this dialog (above) by switching to Advanced mode,
or let NSE do it automatically! (Applies to both images and palettes)


Note(S): What this means-

This does not mean that you can change the size of compressed images,
-But rather means that you can edit the image and palette inside of NSE, export and import bitmaps, and a ton of other things.

I highly recommend you bookmark anything you re-point , so you don't forget the offset.
 
Update NSE 1.7-
Yay, it's finally here XD


  • Fixed some bugs
  • An overall speedup
  • Better, faster free space finding
  • More dynamics added to bookmarks, (Image lengths, more dynamic pointers, support for LZ bookmarks)
  • LZ Decompression and Re-compression on both images and palettes
  • Re-point compressed images and palettes, NSE will search for and change any referencing pointers
  • Automatically finds free-space or do it yourself in Advanced Mode

-----
[PokeCommunity.com] Nameless Sprite Editor [Classic]
-----


[PokeCommunity.com] Nameless Sprite Editor [Classic]


[PokeCommunity.com] Nameless Sprite Editor [Classic]


Get this dialog (above) by switching to Advanced mode,
or let NSE do it automatically! (Applies to both images and palettes)


Note(S): What this means-

This does not mean that you can change the size of compressed images,
-But rather means that you can edit the image and palette inside of NSE, export and import bitmaps, and a ton of other things.

I highly recommend you bookmark anything you re-point , so you don't forget the offset.
Yes, it's finally here!
Two things though:
What about images that are decompressed, but have a compressed palette? Or vice-versa? Maybe you could combine both offset browsing boxes and put checkmarks to determine whether one or the other is compressed (or not).

Second, you have a spelling mistake (Auto-abort if data is to big, should be too big).
 
Yes, it's finally here!
Two things though:
What about images that are decompressed, but have a compressed palette? Or vice-versa? Maybe you could combine both offset browsing boxes and put checkmarks to determine whether one or the other is compressed (or not).

Second, you have a spelling mistake (Auto-abort if data is to big, should be too big).

- NSE automatically checks what exactly it is your looking at/for.
It knows if a palette is compressed. It knows if an image is compressed.
It just knows... spooky:paranoid:

And yes, you can mix and match compressed and uncompressed images and palettes.


[PokeCommunity.com] Nameless Sprite Editor [Classic]


Whoops... :knockedou
Sorry for the spelling issue. My bad,
and after all the work I put into this update... cries.
 
- NSE automatically checks what exactly it is your looking at/for.
It knows if a palette is compressed. It knows if an image is compressed.
It just knows... spooky:paranoid:

And yes, you can mix and match compressed and uncompressed images and palettes.


[PokeCommunity.com] Nameless Sprite Editor [Classic]


Whoops... :knockedou
Sorry for the spelling issue. My bad,
and after all the work I put into this update... cries.
That feature is cool!
And no worries, it's just one letter. The same exact mistake was made in un-LZ (Compressed size is: 0xYYY. Which is to big. Aborting.)
 
lol, it pains me how common that mistake is D:
anyways, might i suggest something to you?
if/when an image is repointed, you should also over-write the old image with the "FF" byte, as to preserve free-space.
 
UPDATE 1.7.0.5

That feature is cool!
And no worries, it's just one letter. The same exact mistake was made in un-LZ (Compressed size is: 0xYYY. Which is to big. Aborting.)

No! I'm worrying about it :P

lol, it pains me how common that mistake is D:
anyways, might i suggest something to you?
if/when an image is repointed, you should also over-write the old image with the "FF" byte, as to preserve free-space.

Good idea!
Never really, crossed my mind (Except for briefly, before being shoved aside by another idea) XD

In-fact...

UPDATE 1.7.0.5

  • Replaces old images ( after a re-point) with free-space
  • Fixed an unforgivable spelling mistake :p
  • Tweaked the LZ compression algorithm
  • Added a nifty button hyper-linking to this thread!

[PokeCommunity.com] Nameless Sprite Editor [Classic]

See, I fixed it! :knockedou
 
Last edited:
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