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GalacticBoss46

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About GalacticBoss46

  • Birthday 03/25/1994
  1. Editing mugshots have always been my problem. The previous update for BWME, as far as I'm concerned, always gave me color glitches. This recent update of BWME, however, doesn't even display the images with the correct palettes. Is there any way I can use the previous update of BWME?
  2. Hmm... I remember trying something like that on TweakPNG. Though it has completely backfired on me, it might have something to do with the order of the colors placed in the palette. However, it's also unlikely, because I forgot to point out that the mugshot's colors in-game are only corrupted in certain areas of the image, not the entire image itself. In fact, wherever the colors are NOT corrupted are still intact, which is most of the image.
  3. The tool I got it at one of KazoWAR's tutorial vids on YouTube. There was no information on the comments. However, I did check the thread where the tool was being given out. Some guy there had a similar problem, but his was only the 2 NPC mugshots that are said to have over a 16-color limit (Bianca & Lenora, 18 colors). But my problem is with the protagonist mugshots. Also, a guy called Andibad said that the reason for that glitch was because the filesize is either smaller or bigger, but mine's was not. It was exactly the same size as the original mugshot. Further more, I made sure that the mugshot was within the 16-color limit. But like I said before, my mugshot has worked before. It was after re-editing it that caused it to corrupt. And the colors had nothing to do with the changes I made.
  4. So I have to change the palette's coloring to one that is similar to the mugshot?
  5. Anyone know why the B/W mugshots' colors get corrupted in-game? So far when I edit the NPC mugshots, the custom mugshots are fine, but when I edit the protagonist mugshots, the customs mughots always mess up in color. There was only 1 time when it actually worked (though there was still slight color corruption above the head). However, when I decide to re-edit the mugshot by reshaping it because it was slightly thick, I put it back in the game and the color corruption grew worst by having it all at the bottom of the face which looks ugly :mad:. I tried using a different .narc file, it did the same. I think I also tried it on a different ROM which also gave me the same results. When I look at the mugshot in BWME it still looks fine, but it looks fragged in-game :confused:. It's as if the game doesn't code them correctly when inserting them into the .narc file or the ROM.
  6. I just got them to work right now. My problem was that I didn't apply Rudolph's Child's Play patch to it (however, Alpha and SCV didn't say you needed to have that for trimmed ROMs either). Also, I believe that the ROM I was using wasn't clean after all. It's just that I can't really tell whether or not I'm using a clean ROM. But anyways, thanks for trying to help.
  7. If anyone has seen my first thread regarding PPRE and thenewpoketext, I am now making another post here because I realized that it may be the tmp_[romname] folder provided by both PPRE and thenewpoketext that has a lot to do with the making of a "trimmed" ROM. Now, I am curious to know, what exactly happens in the process of trimming ROMs? People have told me that it just deletes junk data and that the ROMs work naturally like an untrimmed ROM. However, in my case, it doesn't seem to work that way. Because every trimmed ROM that I try to open with either the flashcard or the emulator, it never does. I often question why this happens. Does it require you to configurate some settings in the emulator? Does the flashcard require a patching of some sort? I know that some hacks don't work on either the emulator or flashcard, but never did I expected them to not work on both. I only managed to successfully edit text in thenewpoketext using Nitro Explorer 2b (which hardly ever hinders the ROM's filesize). This means that it's the trimming itself that's troubling the new ROM. But if it's working for almost everyone else, then what exactly is causing mines not to? Does my old ROM have to (or not) remain in the folder once editing is done? Does it depend on what computer system I'm using (examples: NTFS, FAT32)? I really need some assistance in knowing what's wrong with the trimming. Because I can't proceed in hacking Gen. 4 games with both the emulator and the flashcard blocking the usage of the trimmed ROMs. And I really don't want to have to give up on hacking Gen. 4 games.:frown:
  8. I'm guessing both the emulator and the flashcard have problems working with "new" ROMs. Because whenever I make hacks that require the use of Nitro Explorer 2b they always work, without the need of a new ROM. However, they don't hinder the filesize at all, and if it does, it only blacks out or freezes in the middle of the game. But in this case, when working with PPRE and thenewpoketext, it just refuses to open anything at all. And I've tried this on many other computers. There is one thing though. These hacking programs, I always keep them in a Micro SD card to use them on other computers. Do you suppose it could have corrupted a function in "writing ROMs" or better yet, making "new" ROMs? Or do these kinds of programs require you to work with them on the PC and not the Micro SD card?
  9. Does this normally happen? If so, then is there a way to prevent it from happening? Or is there way to play the edited ROM regardless of the filesize?
  10. Well hello, anyone who is reading this. I am a new member of the Pokémon hacking community and I am currently struggling with the Gen. 4 hacking that most people seemed to have abandoned by now because of the extreme hacking in B/W (yes, I am a little late now, am I?). Well anyways, up to this point, I am only doing the basic trainer and text editing in PPRE and thenewpoketext, respectively. Even though most of my issues in PPRE are knowing the script definitions, applying certain movements to new characters, and creating in-battle scripts for new characters, my key problem is the filesize results of the new ROM. Every time I "write ROM" the filesize is decreased. Like this for example:[romname].nds = 128 MB --> [romname].nds (edited) = 120 MB along with its tmp_[romname] folder <-- That's a problem. Same with thenewpoketext, again, tmp_[romname] folder = 120 MB rather than its original 128 MB. I edit the text in the .xml file, I patch it to the ROM, yes, it all works. However, whenever I try to "mkrom" (make the ROM) it does, BUT, the new ROM's filesize drops to a drastic amount of 63.8 MB. That's a bigger problem. What is wrong with increasing or decreasing the filesize of the ROM you may ask? Well, I believe that that is the entire reason the ROM refuses to open in the emulator or in the R4. In the emulator, it opens the program enough for me to press the Play, Pause, or Stop buttons, but from there the screen remains white endlessly. On the R4, it doesn't open anything, it just stays "Loading" endlessly as well. Edited: Everything is under control.
  11. By any chance, do you know why the ROM refuses to open in the emulator after editing has been done? It is one of the many issues that I have. Also, after writing ROM once it doesn't write again when I try to do some more editing. But my huge problem is really the fact that the ROM doesn't open in the emulator. I mean, it opens enough to press the Play or Pause button but it just remains white screened from there. Never mind. I have it under control.
  12. I do have a small but confusing problem with BWOE. I am trying to replace an image that has 7 sprites on it with one that has 12 sprites. It does replace, but it cuts off 5 sprites. Now when I try it on the emulator, if I make a character face left, it doesn't, it stays looking down with a different position (walking-down position). The only sprite that works normally is the one that looks "up". When I put the original sprite back (the one with 7 sprites displayed), it does turn left (or any other direction), even if it doesn't have the remaining 5 sprites displayed on BWOE. Why does it not change direction when I import the image that once had 12 sprites but now has 7 sprites? However, when I change an image that has 12 sprites with another image that has 12 sprites, it does change perfectly. But I do want to change the image of the one with 7. On a side note, do you or anyone else know how to change trainer names in BWTE?
  13. Why is it that whenever I try to write ROM it just doesn't? And whenever it does write, it doesn't open in the emulator.
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