I am very sorry, but I kind of screwed up and merged a bunch of posts with mine. Forgot I had them checked when I went to merge a double post by me, so here they are. My bad guys:
Jonkane:
Will you be making a tutorial for this program?
And can you send me a link to a hex editing tutorial for fire red as i cannot find one
Chaos 123:
When i add new sprites they always end up being discolored. Help?
And the answers:
I have managed to fix it, it seems that after inserting the sprite finding freespace I was clicking yes when the next menu came up. After a while it would cause this error. So I guess it was my fault ahah :(
What was the next menu? If you can reproduce it, I will add it to the documentation to not do or find a way to prevent people from doing it.
Will you be making a tutorial for this program?
And can you send me a link to a hex editing tutorial for fire red as i cannot find one
I added some pretty serious documentation and everything is pretty clearly labeled.... What can't you figure out?
There is no tutorial because it is not something that can be taught. Hex editing is as simple as opening up HxD and loading you rom and changing a few bytes and clicking save. Now, what you want to accomplish with hex editing is the hard part. The specific things have tutorials, but nobody just hex edits a rom for the hell of it.
When i add new sprites they always end up being discolored. Help?
Okay, lesson on images: There are two sets of two sprites: a front sprite and a back sprite for normal, and the same pair for shiny. I'm sure you know that. Now, both normal sprites and both shiny sprites share the colors between the two images, meaning that the normal front sprite must use the exact same colors (in the same order too) as the back sprites. The colors are loaded from a thing called a palette. Here is an example of a 16 color palette:
[0-Bright Green][1-Blue][2-Light Blue][3-Crimson][4-orange][5-white][6-grey][7-teal][8-black][9-dark green][10-pink][11-yellow][12-dark grey][13- navy blue][14-silver][15-red]
Now, each color in the GBA format requires 2 bytes of data. An image is 64x64 pixels. If you saved each image with one color/pixel, that would be 64*64*2 bytes just to save an image. However, you can save space by using a palette, which is what the sprites do. Instead, each byte corresponds to two pixels of color. A byte is something like 0x5C. Okay? The first number, 5, corresponds to the 2nd (the one on the right if you load the image) pixel whereas C (if you don't understand hex, watch this:
https://www.youtube.com/watch?v=m1JtWKuTLR0) corresponds to the 1st pixel (the one on the left. Yes, I know it is flipped, that is just a computer thing). So now we can cut the data by a 4th by storing 2 colors/byte instead of 2 bytes/color.
Example: So, if I have a string of bytes, say 59 8F 62, then my color series will look like this:
9 5 | F 8 | 2 6
See how each byte flips?
Now, the game goes and checks your palette and replaces each number with that color when loading. So you will get pixels of color:
[9-dark green][5-white][15-red][8-black][2-Light Blue][6-grey]
Now, since both the front sprite and the back sprite in each set share the same colors, the order matters. When you load sprites separate, they may have different colors slightly or be in a different order. This causes the palette to become jumbled and the sprites start loading the wrong colors.
However, if you load them together, G3HS can usually optimize and get the colors right. To do that, follow this:
The easiest way to insert a sprite and avoid color issues is to look at Chaos Rush's resource. Download any image and open it in paint or some other image editor. Now, paste your sprites on top of it in the right spots. So paste the normal front sprite over the normal front sprite, etc. Now, save it as a png and go back into G3HS. On the sprite tab, click "Import sheet sprite" and open the sprite sheet you just made. The colors should be closer. If you want them to be perfect, make sure that each set of images shares the same background color exactly. Then, each set of images must use the exact same set of 15 (or less) colors. I mean exactly.
Good luck man. You just had a crash course in something that took me a month to figure out on my own:P
I am not sure if this is already implemented, since I haven't download the latest one (if there are any), but I have a suggestion.
There's something about YAPE that made me wish is also in your tool...
Your tool's PKMN moveset editor.
In YAPE, we can just easily add new moves without the hassle of repointing and blahblahblah. It's the only reason why I still keep YAPE around, to be honest. :P
Do you think it'll be a possible feature in your tool as well?
But in YAPE, you have to DELETE moves from a different pokemon..... That isn't good, unless you want to do messy hex editing and ini editing to change that.;)