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[Graphics] Problem with hexadecimal (Emerald)

  • 3
    Posts
    3
    Years
    • Seen Sep 23, 2021
    I just want to make a very simple ROM: Emerald but with Ruby & Sapphire's May and Brendan designs. So, I planned on replace 4 things: the overworld sprites, front sprites, back sprites, and bag sprites (from green to yellow); because their greeny designs in Emerald aren't good, in my aesthetic.

    But when I replace the front or bag sprites, I have to input free space hexadecimal, however after I did that, only the last one remains normal while all the rest become color-corrupted. So, the question is how to make sure that the hexadecimal you're putting in won't affect other sprites?

    Another thing is that, since I have spent days doing just this one simple replacement (yes I'm very bad at this), if someone has free time and good at this can make it for me instead? I know my main question was to ask for the hexadecimal issue, but it would be better if someone does it since I know it won't take much of your time. Really appreciate if someone gonna does it for me.
     
    Just checked it. Not exactly, he/she re-colored the Emerald suits, not used Ruby & Sapphire designs. I'd love to have Brendan long sleeves and May short sleeves again. Actually, what I want is even simple than what he/she made, which is just swapping sprite of those 4 things from RS (overworld sprites, front sprites, back sprites, and bag sprites).

    Btw, forgot to mentioned, the tool I used to replace sprite was unLZ-GBA; however, I'm having trouble. :(
     
    Lol I just found out about the tool right after I commented the other day. But still, thank you.

    Now I have just 1 more problem. When swapping the trainer back sprite, I use APE (Advance Palette Editor) to export the characters' palette. BUT somehow it didn't load the color correctly. For instance, the white color on the hat turned into light blue. I'm struggling to make it load the color correctly, can someone guide me?
     
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