• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)

Status
Not open for further replies.
I've been having a lot of trouble with map scripts lately. This one's super simple, and was working fine yesterday. Now, it causes the game to freeze (black screen, map is never loaded) when entering the map through a warp. Entering through a map connection, or starting the game while in that map is fine.

Code:
#org 0x803500
hidesprite 0xE
setflag 0x120D
end
On Ruby, using script type 4, flag 4050, value 0006. The value is currently 5, so the script shouldn't even do anything. I tried changing the value to 5 and 7, and got no changes.
 
I'm trying to insert custom animations and while I'm probably doing something rather simple wrong, I can't work out what it is. :\

Here's what I've got so far: link.

So I changed the pointer to the moves animation, and included the hex for Fire Fang as an example (from the Move Animation Resources thread in R&D.) No matter what it always appears as Tackle. :\

Just reposting this since it seemed to be ignored last time. :(
 
How do you edit the font/text color. For example, [grey_fr] font color is too bright, and I want to make it darker. How do I do that?

Does anyone know the palette offset for Prof Oak intro sprite?
Does anyone know the palette offset for the oldman catcher backsprite?
 
How do you edit the font/text color. For example, [grey_fr] font color is too bright, and I want to make it darker. How do I do that?

Does anyone know the palette offset for Prof Oak intro sprite?
Does anyone know the palette offset for the oldman catcher backsprite?

In most cases you can look at palettes that are currently being used by opening up VBA's palette viewer and figure out which palette is being used. You can then search for that palette's colours in a HEX editor by clicking on its individual colours in the palette viewer and writing down their HEX values with the bytes reversed (e.g the colour 0x1234 is translated to 34 12 in the HEX editor). Once you have the palette's offset you can then edit the palette with the HEX editor or use a specific palette editing tool such as HackMew's APE. In your first case (text colours) you would be using palette 15 (the bottom palette) in the background half of the palette viewer.

The text colour can be found at 0x471DEC and the old man's palette can be found at 0xE76F34. Professor Oak's sprite is very different as it utelises a 256 colour palette rather than the standard 16 colour palette. I can't seem to find the starting offset for the entire palette at this time but the important colours which cover Oak's sprite can be found starting at 0x461CD4 and finish at 0x461D08.
 
I installed Day and Night on firered using the real time clock on DNS but nothing has changed in my hack, even during the night. Does anyone knowthe reason why that is?
 
In most cases you can look at palettes that are currently being used by opening up VBA's palette viewer and figure out which palette is being used. You can then search for that palette's colours in a HEX editor by clicking on its individual colours in the palette viewer and writing down their HEX values with the bytes reversed (e.g the colour 0x1234 is translated to 34 12 in the HEX editor). Once you have the palette's offset you can then edit the palette with the HEX editor or use a specific palette editing tool such as HackMew's APE. In your first case (text colours) you would be using palette 15 (the bottom palette) in the background half of the palette viewer.

The text colour can be found at 0x471DEC and the old man's palette can be found at 0xE76F34. Professor Oak's sprite is very different as it utelises a 256 colour palette rather than the standard 16 colour palette. I can't seem to find the starting offset for the entire palette at this time but the important colours which cover Oak's sprite can be found starting at 0x461CD4 and finish at 0x461D08.

Thank you. This really helps :)!

I installed Day and Night on firered using the real time clock on DNS but nothing has changed in my hack, even during the night. Does anyone knowthe reason why that is?

On your emulator... Did you set "real time clock" on?
 
Last edited by a moderator:
I'm attempting to learn how to insert custom sprites into my hack but I'm having a few issues.


I'm using NSE and I do not wish to add new sprites; only replace existing ones. At first, when trying to open my image it told me it wasn't indexed, so I went into MSPaint and clicked 'Save As 16-color bitmap', even though I used the exact colours that were already in the sprite I was trying to replace, but it totally screwed up the palettes. How can I stop this from happening?


To show an example, it goes from this...


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)



to this...


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)





EDIT: I downloaded IrfanView and did the decrese color depth thing, now when opening the sprite in NSE it looks better but the outline is all messed up. Totally lost here and I'd really like to learn how to get the hang of this myself so I don't have to ask someone to do it for me... any help or advice would be greatly appreciated! =)
 
I'm attempting to learn how to insert custom sprites into my hack but I'm having a few issues.


I'm using NSE and I do not wish to add new sprites; only replace existing ones. At first, when trying to open my image it told me it wasn't indexed, so I went into MSPaint and clicked 'Save As 16-color bitmap', even though I used the exact colours that were already in the sprite I was trying to replace, but it totally screwed up the palettes. How can I stop this from happening?


To show an example, it goes from this...


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)



to this...


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)

You can't, it's paint. You save it as a png, open in irfanview, decrease color depth to 16, make the background color first, paste the original in the new, now it's indexed. :D
 
You can't, it's paint. You save it as a png, open in irfanview, decrease color depth to 16, make the background color first, paste the original in the new, now it's indexed. :D



I did that just before you commented and edited my original comment, sorry, I should have tried it first =P but thank you very much for responding and pointing me in the right direction! OK, I did exactly what you said, but now my outline colour (seemingly the black) is messed up and I understand nothing about how to make the background transparent =/ I've been reading tutorials for the past hour but all the ones I've found seem to be directed towards ADDING sprites or importing palettes rather than just using the same palette and replacing...
 
I did that just before you commented and edited my original comment, sorry, I should have tried it first =P but thank you very much for responding and pointing me in the right direction! OK, I did exactly what you said, but now my outline colour (seemingly the black) is messed up and I understand nothing about how to make the background transparent =/ I've been reading tutorials for the past hour but all the ones I've found seem to be directed towards ADDING sprites or importing palettes rather than just using the same palette and replacing...

The background is transparent only when it's the first color in the palette. Whatever is the first color is going to be transparent.
 
The background is transparent only when it's the first color in the palette. Whatever is the first color is going to be transparent.



OK, cool, didn't know that! So should I make the black parts green and the background black? I tried just changing the palette in NSE's palette editor and it basically went worse and laughed at me lol
 
OK, cool, didn't know that! So should I make the black parts green and the background black? I tried just changing the palette in NSE's palette editor and it basically went worse and laughed at me lol

Yes do that.

I need 25 chars blah blah blah..
 
Yes do that.

I need 25 chars blah blah blah..



No luck =/ it's still messing up the colours. Would rather not insert a new palette because it would involve re-pointing and taking up space, plus the used colours are the same as the sprite I'm trying to replace. I've even dome the swapping palette colours in IrfanView but it's still going all weird
 
When I try to leave the cave I've edited ingame I just bump the wall instead of following the warp. any reason why this could happen? It's only the upwards facing exits that this happens with. Is there any particular setting I need to change in AMap to make the warp 'work'? I have it on Normal Talking level so I don't think that's it.

Thanks!
 
When I try to leave the cave I've edited ingame I just bump the wall instead of following the warp. any reason why this could happen? It's only the upwards facing exits that this happens with. Is there any particular setting I need to change in AMap to make the warp 'work'? I have it on Normal Talking level so I don't think that's it.

Thanks!


I had this problem for AGES, so annoying! OK what you need to do is open up the block editor, look for a tile that looks exactly like the ground tile you're using, but make sure it has "Arrow facing [x direction] Warp" in the behaviour byte data. Then use that tile at your entrance/ exit points and make sure your warp is on top of it. =)

I'm sorry if im spamming the thread, but I'm just very keen to learn graphic inserting.


I indexed my image in IrfanView (decreased colour depth) and the sprite I'm trying to replace uses the same colours as the one I'm trying to insert. This happened:


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)



Slowly losing the will to live here! Lol
 
Last edited by a moderator:
@Avaramoon

Like the floor i'm using as in the actual cave floor or the yellow cave exit tile?
Also Where do I place the warp in relation to the yellow exit tile?

Finally, (sorry for the Q's) What Movement permission do i need to have?

It still doesn't work it's so frustrating!!

EDIT: Turns out I was oblivious to the tile that exists for the sole purpose of what you just explained!! Thanks bro!

EDIT 2: When playing with Behaviour bytes I think I may have stopped wild pokemon spawning on the ground. Is there a behaviour byte for that?
 
Last edited:
I had this problem for AGES, so annoying! OK what you need to do is open up the block editor, look for a tile that looks exactly like the ground tile you're using, but make sure it has "Arrow facing [x direction] Warp" in the behaviour byte data. Then use that tile at your entrance/ exit points and make sure your warp is on top of it. =)

I'm sorry if im spamming the thread, but I'm just very keen to learn graphic inserting.


I indexed my image in IrfanView (decreased colour depth) and the sprite I'm trying to replace uses the same colours as the one I'm trying to insert. This happened:


[PokeCommunity.com] Simple Questions (PLEASE USE THE SEARCH BUTTON BEFORE ASKING)



Slowly losing the will to live here! Lol

I have a video~
Spoiler:

There are also other one on the channel that show you how to insert the image and stuff if you would like to know :)
 
Status
Not open for further replies.
Back
Top