Zeikku™
Johto remaker
- 1,119
- Posts
- 17
- Years
- Age 33
- London, England
- Seen Nov 25, 2015
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/banner-3.png)
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Yo dudes, dudettes and in-betweenies! This thread that will contain all my graphical based guides, I'll try and cover everything graphical eventually. I get a lot of request for doing pretty simple stuff. So hopefully I'll teach you a few things.
If you would like to make suggestions for other tutorials that I could write, then feel free. OK... We should really get started...!
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Done
Undone
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Back-sprite insertion.
Making a hack original with "simple" tile editing.
Standard Boot Screen Editing D/P/P style.
The Boot Screen Tutorial Revised (The Liquid Crystal Boot screen explained).
Inserting multiple trees into tilesets/ making the most out of palettes.
Intro Sprite
Basic Title screens.
Advanced Title screens.
Trainer card changing.
Searching palettes using hex.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Spoiler:
Ok, So Heres how to edit the Fire red backsprite I've been doing this for like a year and a half. So I'm pretty sure it works.
You'll need:-
A Fire Red ROM
Tile Molester Alternate
A five frame set of sprites, with each frame being one image.
VBA (Visual Boy Advance)
Firstly, Open your Fire Red ROM in VBA, Go to a battle scene where you see the backsprite. Go to the palette viewer and "Save OBJ".
Like this:-
Secondly, Close VBA and open your ROM in Tile Molester Alternate.
Go to View> block size> custom, it should say 16x16, but we'll make it 8x8
And set the whole thing to block grid.
Here are 2 screens to help.
Thirdly, We Click on "Navigate" > Go to and type in E69F00.
Now the image looks a little screwed up. Click the "<" button twice.
And the "÷" button 4 times. It should now look like this:-
Now, notice the colors are hard to work with? Click on "Palette"> import from> then another file and select the Palette OBJ from VBA we saved earlier. Now it should look like this:-
Lastly, go to "Edit" and click "Paste from" and select individual sprite frames you should have prepared. Keep doing then till you have 5 new frames.
When you're done, you'll notice the images index into the colours in game. Just edit the sprite if necessary. Then Go to file, and save.
In game it should look like this:-
Have fun!
You'll need:-
A Fire Red ROM
Tile Molester Alternate
A five frame set of sprites, with each frame being one image.
VBA (Visual Boy Advance)
Firstly, Open your Fire Red ROM in VBA, Go to a battle scene where you see the backsprite. Go to the palette viewer and "Save OBJ".
Like this:-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen1-1.png)
Secondly, Close VBA and open your ROM in Tile Molester Alternate.
Go to View> block size> custom, it should say 16x16, but we'll make it 8x8
And set the whole thing to block grid.
Here are 2 screens to help.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen2.png)
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen3.png)
Thirdly, We Click on "Navigate" > Go to and type in E69F00.
Now the image looks a little screwed up. Click the "<" button twice.
And the "÷" button 4 times. It should now look like this:-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen4.png)
Now, notice the colors are hard to work with? Click on "Palette"> import from> then another file and select the Palette OBJ from VBA we saved earlier. Now it should look like this:-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/Screen5.png)
Lastly, go to "Edit" and click "Paste from" and select individual sprite frames you should have prepared. Keep doing then till you have 5 new frames.
When you're done, you'll notice the images index into the colours in game. Just edit the sprite if necessary. Then Go to file, and save.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen6.png)
In game it should look like this:-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/Pokemon-FireRedVersionU.png)
Have fun!
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Spoiler:
Ok this is pretty easy, Things you need to know are, when to use light and dark colors. Another thing is to use colors from in the ROM. I'll explain a little deeper.
What you'll need:-
A Pokemon Advance ROM
Advance map
Paint
Visual Boy Advance (VBA)
I'm going to show you basic mountain tile editing.
So firstly, Open your ROM in Advance Map.
I'm using fire red so I'll go to Header 3 and I'll select Viridian City. Just to show you the result after. Ok so viridians open now we go to "Tools">block editor. Select palette 1, because that is the mountain palette. Go to "Picture" and Save tileset 1.
Secondly, Open that tileset in paint, zoom in. and have your eye-dropper tool ready.
Eye-drop a colour and choose the pencil tool to edit the tile.
Thirdly Re-import, the tileset. Go to the Block editor again, go to "Picture" and load the tileset click Save. Close Advance map and Open the ROM in VBA and try it out. Enjoy the result. This is a good way of being creative. (This isn't a test of my tiling do not judge it)
Result:-
Before
> After
Enjoy!
What you'll need:-
A Pokemon Advance ROM
Advance map
Paint
Visual Boy Advance (VBA)
I'm going to show you basic mountain tile editing.
So firstly, Open your ROM in Advance Map.
I'm using fire red so I'll go to Header 3 and I'll select Viridian City. Just to show you the result after. Ok so viridians open now we go to "Tools">block editor. Select palette 1, because that is the mountain palette. Go to "Picture" and Save tileset 1.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screen7.png)
Secondly, Open that tileset in paint, zoom in. and have your eye-dropper tool ready.
Eye-drop a colour and choose the pencil tool to edit the tile.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/editingtiles.png)
Thirdly Re-import, the tileset. Go to the Block editor again, go to "Picture" and load the tileset click Save. Close Advance map and Open the ROM in VBA and try it out. Enjoy the result. This is a good way of being creative. (This isn't a test of my tiling do not judge it)
Result:-
Before
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/screenfnl1.png)
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/result.png)
Enjoy!
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i528.photobucket.com/albums/dd323/Rubicon1337/Pokeball.gif)
Spoiler:
OK well, this idea came from thex4s titlescreen tutorial on PHO, and thought I could try getting the platinum boot screen on my hack!
But here it is, my tutorial!
What you will need:-
FR/ LG Rom
Un-LZ GBA
PAINT
PTC (Found attached on this thread or at WAH)
HEX EDITOR ( you won't need because I'll give you the offset)
APE
Advance map (I used it to get the right pallette)
Ok, so now pay attention!
Keep all the programs above open and ready
this can be confusing if your reading..
Step one
Open your ROM with UnLZ GBA, use 16 color and use black and white
look around 207 and export this image (click save as..):
Step 2
Now on paint open the image and add your tiles, I used the default pallettes that the image had... be sure to add the tiles at the end of the image, it's to keep good measure of the tiles being 8x8.
Step 3
now Import that new image back in,
Write to ROM it and press next, now click raw dump.
Step 4
Now open PTC, and go to file "Apri tileset", it means open, open your image from earlier, so this :-
Now Go to file and click "Apri tilemap"
and select the raw dump from earlier.
The black on the right is NOT to be overwritten
Now, draw the tiles on the Tilemap.
and you should have something which looks like this when your done..
Step 5
Now, go to file, "Salva tilemap" (save tilemap)
and go to un-lz gba where you found the raw
Now go to file load RAW, Your new Tilemap should look different from the one thats in already.
Now write to ROM and re-point the image offset to a free one, so 800000 if thats free.
In game it should look like this....
Step 6
Now load your ROM on APE and go to offset 0040226A
Copy and change the necessary pallettes
Finally it should look something like this:-
:D
But here it is, my tutorial!
What you will need:-
FR/ LG Rom
Un-LZ GBA
PAINT
PTC (Found attached on this thread or at WAH)
HEX EDITOR ( you won't need because I'll give you the offset)
APE
Advance map (I used it to get the right pallette)
Ok, so now pay attention!
Keep all the programs above open and ready
this can be confusing if your reading..
Step one
Open your ROM with UnLZ GBA, use 16 color and use black and white
look around 207 and export this image (click save as..):
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/1-6.jpg)
Step 2
Now on paint open the image and add your tiles, I used the default pallettes that the image had... be sure to add the tiles at the end of the image, it's to keep good measure of the tiles being 8x8.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/untitled-2.png)
Step 3
now Import that new image back in,
Write to ROM it and press next, now click raw dump.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/5-1.png)
Step 4
Now open PTC, and go to file "Apri tileset", it means open, open your image from earlier, so this :-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/umm.png)
Now Go to file and click "Apri tilemap"
and select the raw dump from earlier.
The black on the right is NOT to be overwritten
Now, draw the tiles on the Tilemap.
and you should have something which looks like this when your done..
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/2-3.png)
Step 5
Now, go to file, "Salva tilemap" (save tilemap)
and go to un-lz gba where you found the raw
Now go to file load RAW, Your new Tilemap should look different from the one thats in already.
Now write to ROM and re-point the image offset to a free one, so 800000 if thats free.
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/3-3.png)
In game it should look like this....
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/ded.png)
Step 6
Now load your ROM on APE and go to offset 0040226A
Copy and change the necessary pallettes
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/4-1.png)
Finally it should look something like this:-
![[PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red [PokeCommunity.com] Zeikku’s Graphical Hacking Tutorial for Fire Red](https://i197.photobucket.com/albums/aa92/badman10_2007/platinumromboot.png)
:D
I'll make the thread pretty when I have time.
Last edited: