• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Staff applications for our PokéCommunity Daily and Social Media team are now open! Interested in joining staff? Then click here for more info!
  • 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.

[Other✓] TileMolester Alternate Ruby Player Sprite Offset?

  • 60
    Posts
    9
    Years
    So on my Ruby rom I have been editing the male character sprite but have ran into a stalemate. From what I have tested, the trainer sprite on the male or female screen has the same offset in Advanced Palette Editor as the backsprite. Here's the thing, whenever I make one have the right palette (they both have very close colors but in different places) the other gets a glitchy palette. (as seen from the pictures below) So the game is telling me you can only have one with the right palette! But alas a simple solution, just use Tile Molester Alternate and edit the trainer sprite there right? Well I attempted to look through my Ruby through TMA last night and I could not find the trainer for the life of me. So if someone could tell me the player offset for the male at the male/female select screen, I think I could fix this problem by changing the trainers colors. Thanks very much.
     
    Last edited:
    Funny I made today full sprites and overlays for lucas and dawn to my pokemno hack rom too, idk but did you tried to use rs ball? program is always (or mostly) in package with elite map editor, you must copy your rom to the same folder where is rs ball, you open rs ball, choose trainer back sprite and next in offsets you type offsets for palette which is going to be used for this sprite, click apply pointer changes, and tha da, it works! And now if you want to create new palette (which must be compressed) you open your rom in free space finder, choose ff type, type 64 in "needed bytes" and in "search interval" type 4, click search from the begining of rom (or something like that), and click search. If your founded offset doesn't end with zero click find next many times to find an offset which end with zero for example D61A30 (DO NOT USE IT!!!). Now open unlz, load rom, go to any image with 16 color palette (any image is good becouse we arent editing image or palette of this image) click import, import your png with good 16 colors palette, click write to rom AND CHECK ONLY EXPORT PALETTE AND AUTO ABORT IF NEW DATA IS TOO BIG!!! In offset for palette write what you found in free space finder and next click OK. You have your own new palette. If you want to edit that palette just open rom with advanced palette editor check palette compressed and type offsets of palette. And a tip, make a file in notepad on desktop where you store all images and palettes offsets, it help a lot.
     
    Just make it so both sprites use the same palette, order and everything, and you shouldn't have any problems.

    You could always insert a new palette like was suggested above, but you'll need to repoint the appropriate pointers to ensure it changes what you want. If you don't know how to do this, just do what I first suggested.
     
    Thanks for the help guys, I want to respond so I don't leave you guys hanging but I decided to pass on it for now. They're just sprites and can always be edited later. Thanks for your help though!
     
    Back
    Top