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[Other] Something in Advance

  • 57
    Posts
    10
    Years
    • Seen Jul 11, 2014
    Hello guys ^_^
    ... I searched a lot of tutorial here and I found basic, I'm hacking a Pokemom ruby rom ^_^ ... I've done doing what does the tutorial said and yes it worked, but how about if Ill insert bigger than 64x64? like 100x100?.... like the other roms, they can insert more than 64x64(e.g. pokemon resolute). I'd tried to insert a pokemon sprite which is Charizard Y and; an attack sprite which is the sacred fire, I recolored the just to make sure that it would work, I indexed it in Photoshop and when I pasted it in unlz.gba the pop up said "This image is not indexed" or whatever..... then I tried to Irfanview, afterthen I pasted it in unlz, yes its now ok, so I now opened NTME and created my raw file. then in APE and so on.... I tested it but the color was too messy. I tried the 64x64 charizard X without the sacred fire sprite and it worked both in unlz.gba and VBA....

    *help* ^_^
     
    As far as I know you can't use 100x100 pokémon battle sprites in the GBA games, if that's what you're asking.
     
    Gamefreaks OAM routines don't allow any bigger sprites than 64x64. Also, 100x100 is not a multiple of 8 so that definatly won't work out...

    Edit: I released a tool which reduces the color to 16 automatically and you can export the palette too, I just need it to be approved :D
     
    What I mean is in Titlescreen, It has 128x128 pixel size, in the tutorial, it only mention 64x64 , but how about if Ill put a 100x100 pixel sized picture in 128x128 pic, how is that now? then I followed the tut. but the palette doesn't match on the orig. Pic....that's what I mean
     
    Charizard has a tilemap. Your tileset can have your desired size (but look for a limit in the VRAM) but you have to change the tilemap afterwards!
     
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