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[Graphics] (PokeFireRed) Changing Venusaur/Charizard sprite and version logo at title screen using the dissassembly?

  • 58
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    13
    Years
    • Seen Oct 12, 2024
    Hello,

    Long time no see. I dunno if someone else had this idea before, but I want to make a hack of FireRed that is based on the Japanese Blue Version. It would be named ''Pokémon WaterBlue'' but I do have a few issues with graphics first. No worries, editing the fire is a piece of cake. However, the Charizard sprite is the one who somehow ticks me off.

    Here's what I wanted to use (found by a pal of mine on Google, it's a pixel over from Sugimori's art)
    [PokeCommunity.com] (PokeFireRed) Changing Venusaur/Charizard sprite and version logo at title screen using the dissassembly?


    ...But when I take a look at Charizard's sprite from the dissassembly, it is MESSED-UP like this:
    [PokeCommunity.com] (PokeFireRed) Changing Venusaur/Charizard sprite and version logo at title screen using the dissassembly?


    So how do I ''mess-up'' Blastoise's sprite to make it looks OK in the FR title screen in the dissassembly? I tried the old way via ROM Editing, but no success... I'll be back later with the version's logo to see if it works or not, still trying to figure out something about split sprites from the dissassembly.

    Just so you know, Blastoise's sprite is 102x102 while the messed-up Charizard is 96x96. Does Blastoise need to be at a certain size before editing it?
     
    The title screen charizard is not a sprite but a tiled background.
    That "messed up" graphic is the tileset. In addition to a tileset, tiled backgrounds also have a tilemap which contains the information on how the tiles should be arranged to create the final background.
    In the decomps tilemaps are stored as raw .bin files, Charizard's tilemap can be found at graphics/title_screen/firered/box_art_mon.bin.

    So to replace Charizard you will need to create a new tilemap for your new image. You can do that with Tilemap Studio.
    Note that the tilemap also selects which palette is used for each tile, so make sure that matches with the original tilemap.
    Also it's fine that your new image is larger, tiled backgrounds are the size of the entire screen so fitting the image won't be an issue, but its dimensions should be multiples of 8 for it to be split into tiles.
     
    Got a new problem. I made sure to have the Blastoise sprite with dimensions of multiples of 8 (104x104) but then after turning it into a tileset, it gives me the following error: ''The specified number of tiles (135) is greater than the maximum possible value (128).'' How do I fix this? Many thanks.
     
    Got a new problem. I made sure to have the Blastoise sprite with dimensions of multiples of 8 (104x104) but then after turning it into a tileset, it gives me the following error: ''The specified number of tiles (135) is greater than the maximum possible value (128).'' How do I fix this? Many thanks.

    Where are you getting that error? In Tilemap Studio or during compilation?
     
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