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[Other] Question- pkmn sprite inserting

DarkenedEclipse

Project Oak
  • 207
    Posts
    10
    Years
    Hi, so I've been trying to insert a sprite to replace bulbasaur on a Fire Red rom. The image I'm using to replace it with has 16 colors and is a 64x64 .png I put it in and use FSF to find a free offset. It says the ptr changed at thing. When I go to the next image and back, the bulbasaur is there. How to fix?

    (If this makes any sense)
     
    You actually don't have any problems here. The reason Bulbasaur is "still there" is because you wrote the new sprite to free space, meaning that the data for the original sprite is still in its original place in the ROM. By changing the pointer, we are simply telling the game to look at a new location for the image data you inserted, rather than where the Bulbasaur orignally was.

    You can still see it in unLZ.GBA because it performs a search for all compressed sprite data the first time you open the ROM, and writes that to some files (the .pal and .spr files), which it uses as a list of offsets to read from.

    So, the game knows where the new image is, but the program isn't aware of this new sprite's location, just the original. That's why you still see Bulbasaur. ;)
     
    Aright, so two more things,

    1) since the size of the image was "too big" should I always write it to free space?

    2) so the new image will still render in game as long as I change the palette?


    *EDIT*
    Will the game know the sprites new location and render that instead of bulbasaur?
     
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