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[Graphics] Shiny Sprite Issues, and a Pokedex Question

  • 48
    Posts
    14
    Years
    Hello!

    I was hoping that someone could help me with a bit of an issue I'm running into. I'm currently using Advanced Pokemon Sprite Editor to insert my pokemon sprites into my Fire Red rom hack. It works just fine for the normal pokemon, but whenever I try to add a shiny pokemon, it heavily messes up the pallet of both the normal and shiny sprites that I'm attempting to insert. Just to note, I do have both sprites at the correct 64x64 size, with only 16 colors each (including background). Could someone help me figure out what I'm doing wrong? To help, attached are the normal and shiny sprites of a pokemon I'm trying to insert.

    Also, could someone help me out with a script that would cause all pokemon to be seen (or counted as caught, if the prior isn't possible). As you can guess from the sprites, I'm making a full pokedex worth of custom fakemon, and I'd love an easy way to show them off to friends testing the game.

    Thank you!
     

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    Last edited:
    ok so
    i'm rather certain that apse uses a spritesheet on import/export
    this is a 256x64 pixel image that contains the four sprites you have in the following order:
    [front-normal][front-shiny][back-normal][back-shiny]
    [PokeCommunity.com] Shiny Sprite Issues, and a Pokedex Question
    [PokeCommunity.com] Shiny Sprite Issues, and a Pokedex Question
    [PokeCommunity.com] Shiny Sprite Issues, and a Pokedex Question
    [PokeCommunity.com] Shiny Sprite Issues, and a Pokedex Question

    so, basically, what you desire to do is make your image look like that and then insert it (mine is just an arrangement of yours to look like what it should and is actually 4 separate images)

    as for making them seen, just use gameshark codes or something lol
    assuming you're not expanding the pokémon and just replacing, i mean.
     
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