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Abacus

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About Abacus

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  1. I'm going to bump this for the sake of question #2 - Has anyone else had trouble opening a/0/0/4 in CT2 after editing it with Kazo's BWSE?
  2. Thanks, I'll poke around in a/0/5/7 a bit then. I see that there are two "unknown items" (01AA and 01AB) right next to each other in the Bulbapedia items list that I linked to earlier. Perhaps they stand for the Regional and National dex... If you ever happen to recall any details of your search process, I'd be very grateful to hear them. Might anyone else know about my sprite-editing query, perchance?
  3. Heya, After taking an 8-month break from working on a B/W mod, I've decided to get back into it. I can see that plenty of progress has been made in the meantime, and I was hoping to catch up on things: - The simplest one comes first - the Narc location and hex values to get Juniper to give you the Nationaldex instead of the regional Pokedex at the very beginning of the game. Couldn't find it here. And would this cause any problems when you receive the Nationaldex for a second time? Best workaround? - KazoWar's BWSE - When the Pokemon sprite editing feature was initially added, I found that after using it to replace a sprite, I could no longer open up a/0/0/4 in CrystalTile2. Has this been remedied? Is Tinke now the pokemon in-battle sprite editor of choice? - This one goes out to Drayano - I've noticed that in BB2/VW2 you've added NPCs to the overworld who can give you items, pokemon, or battle you. Is this a feature unique to B2/W2, or could it be used in the original B/W? Or is this not widely-known knowledge that you wanna keep under wraps? :tongue: Thanks, fellas!
  4. I don't suppose that the B2W2 English editor would happen to work for B/W, would it? It's a long shot, but if all the relevant data for both games was stored in the same place and order...
  5. Being the un-savvy person that I am, I'm unsure of whether of not to click the "Associate to xdelta files" box. When I try, however, I get this error. Perhaps it's relevant? The previous patched rom I tried was trimmed, so I don't think that's an issue here.
  6. Oh of course. I didn't make myself clear. First I patched a clean rom with V2, Desmume stopped working right at the intro, then I downloaded and tried the same thing with V3. Same failure.
  7. I've downloaded then patched versions 2 then 3, and every time I try to start a new game, Desmume stops working right around when Juniper lets her critter out of its ball. I've had no such trouble playing the clean version, or a pre-patched version translated by that *other* team. The ProjectPokemon team seems to be much more on top of things, and I'd like to be able to keep up with the work that you guys are doing. Any idea where I could be going wrong?
  8. I'm sure that I'm one of many who are torn between rushing through the game in straight-up Japanese, and playing the game a patch at a time, so that the vast majority of the dialogue we see is in English. Might I humbly suggest keeping an update on the front page as to how far into the storyline the trainer/NPC dialogue has been translated? Or if B2/W2 are anything like the originals, then the trainer/NPC dialogue isn't exactly arranged in chronological order, which could make things quite difficult. Would it be reasonable for me to hold off and play one 90% - ish translated city/route/cave at a time? Oh and mind my asking how far into the storyline is "pure" English, give or take the odd squiggle of Kanji?
  9. Kazo - While I'm extremely grateful for your Pokemon sprite editing tool, I can't seem to open a/0/0/4 in CT2 after having used your tool on it. Might you know why, and might you know any way around this?
  10. Heya, just wondering if anybody knew the narc location for the portraits that pop up at the beginning of the game when Juniper asks you your gender. Thanks!
  11. Okay, tutorial time! This time we'll be putting a big lightning bolt on a Pikachu's stomach. Note that we'll just be changing the the pixels, and not the palette this time around. If you want to change both, follow the steps I laid out on the previous page first, then these ones. Start out by extracting two copies of a/0/0/4 (plus you'll probably want to keep a third one as backup), and open up CrystalTile2, ConsoleTool and PuyoTools (though any compression/decompression program would most likely do.) Load a/0/0/4 in ConsoleTool and find the pokemon you want to edit by multiplying its Pokedex number by 20. Like I said earlier, each pokemon has 20 files relating to it - Pikachu's files being 500-519. 518 is Pikachu's standard color palette, and 519 is its shiny palette. We can use 502 to modify male Pikachu's frontsprite and 503 to mod the female Pika's front. 511 and 512 modify their respective backsprites. In short, it's the third, fourth, twelfth and thirteenth files that you directly mod. As a timesaver, we'll only be painting a lightning bolt on a male Pikachu's gut, but the other relevant files can be modified in exactly the same way. Now switch over to CrystalTile2 and open up a/0/0/4. Scroll down to file number 502 and export it to your desktop. Use your decompression tool of choice (PuyoTools in my case) to decompress that file, then go back to CT2 and re-import the decompressed file 502. It should now have a pretty little "picture" icon and a .NCGR file extension. Right click on file 502 and select the "Retrieve Tile Address" option. Then go to the Properties tab and set the width to 256 and the height to 128. Should look something like this. See the different pika-parts? These are the "sheets" that slide back and forth over each other that Shiny Sheimi mentioned on the previous page. Now to do something about those zany colors. This was the stumbling block that I hit - if anyone can directly apply file 518's color palette to the picture we have up right now, we could save bucketloads of time. As it is, we just have to settle on the next best thing. Click on the "Palette" tab, right next to the "Properties" one that you just had up. You should see a 16x16 grid of colors. Now, we need to manually adjust the Red/Blue/Green values for each color in the top row. The correct values (and order of colors) are viewable if you open up file 518 in ConsoleTool. You'll be switching back and forth between ConsoleTool and CT2 a lot. Once you set the R/G/B values for all 16 colors, your pokemon's colors should look familiar. Export the image, then edit it with Paint/Adobe/whatever. While working your art, be sure to only use existing colors - no adding in new ones! Then re-import your altered design. After this, be sure to double-click the image - this makes it "stick". Export file 502 to your desktop or wherever, and compress it in an LZ11 format. In CrystalTile2, close the a/0/0/4 window, and open up the second, untouched copy of a/0/0/4 that you made. Find file 502 on the list, and import the modded 502 from your desktop to replace it. Save, exit, and insert this second narc back into your ROM. Voila!
  12. Thanks for the info, Andibad! I'll look into it asap. I take it that you're referring to modifying the movements of sprites in-battle, correct? If so, this is far above and beyond what I'm doing. Do you have the link to the gbatemp thread, by any chance? Edit: Success! I got around my previous problem by taking a rather roundabout, time-intensive route. It'd be a huge time saver if someone figured out how to directly load a palette for this particular type of image in CrystalTile2 - I couldn't make the entire process work with MKDS. Tutorial to follow shortly.
  13. It was my exact intention to do what you suggested. Since I couldn't load the proper color palette in CrystalTile2, I exported the image with a wonky color palette to edit with Paint. The color that WOULD have been dark blue was a purple with this wonky palette, so I used that exact same shade of purple for the bull's eye, thinking the game would automatically translate it back to a dark blue. It didn't. Thanks for your enthusiasm! The guide will come as soon as I re-discover how I got the right color palette loaded in CT2. Any suggestions would be greatly appreciated.
  14. Since my discovery was several months ago, and I foolishly failed to document the step-by-step process I took, I've been trying to remember exactly what I did to get a perfect result. I set out to paint a dark blue bull's eye right in the middle of Wobbuffet's stomach, and I *did* end up with the desired target symbol, at least. The only snafu that occurred was due to somewhat of a beginner's mistake. I couldn't, for the life of me, get an NCLR color palette to load for an image in CrystalTile2. "Load Palette", export/re-import and "DATA->Palette Conversion" all seemed to fail. The end result of this was a purple bull's eye, bumping the color count up to 17 and losing a shade of blue due to the 16-color palette size. Still, progress!
  15. Oh my gosh, thank you for the bump! My personal life had suddenly become very hectic very fast, and after that I just sort of forgot about the tutorial. I'll Post it within the next day or two.
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