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cpan1

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Everything posted by cpan1

  1. Because you need to limit colors on the modified image. Also you need to update the palette if it doesn't auto update.
  2. Search around the narc. I don't have access to the files right now.
  3. There are free programs that can reduce colors. Find one and follow the programs instruction to cut down the colors.
  4. Since you want to use a preexistant image, replace Nate's file with the file You want with Tinke.
  5. Yeah, reimport the narc with nitro. That should be it, so the guide isn't needed anymore.
  6. Import image back with CT2. Found the guide I used before here
  7. There is none. Make adjustments is just a generic term for any modifications. Palette tab to modify palette.
  8. In a nutshell... 1) Export the image: Right-Click->Export Image (Or Ctrl-E) 2) Edit Image in paint, etc. 3) Right-Click -> Insert Image 4) Make Adjustments (e.g. edit palette) 5) Save
  9. Try CrystalTile2. I just loaded the image using it. Edit1: oops... posted a little late But yeah, do what Kaphotics says. Just do a quick search on BW Graphics editing. I know Pokecommunity has one that helped me with graphics. Edit2: In case you're wondering about the settings...
  10. Step 1: Open your ROM in HxD Step 2: Let's say you want to replace Cobalion. Looking at Kaphotics' post, we know that script for Cobalion is 78 01 7E 02 2A. So, in HxD, press Ctrl-F, set Datatype to Hex-Values and search for 78 01 7E 02 2A. Step 3: Replace what you need to replace and save. For example, this will change it to a lev. 100 Latios 78 01 7D 01 64 7D 01 -> 17D -> 381 (Latios' Index) 64 -> 100
  11. http://projectpokemon.org/forums/showthread.php?14406-Modifying-Wild-Reshiram-Zekrom
  12. If you're editing the overworld narc, you can use Kazo's BW tools. He has a NPC tool. Also, you can ignore my previous post. I thought you were modifying a/0/5/7 instead of overworlds.
  13. a\0\2\6 It should be the first (?) couple of files. Use CT2 to modify the image. Edit: Try here http://projectpokemon.org/forums/showthread.php?27020-title-screen-edit&p=157932&viewfull=1#post157932
  14. When you replace a script, did you make sure that the header repoints to the new script? Also, does any interaction freeze the game, or is it specific? To make things easier, you could copy out the entire script, hex edit it in notepad, paste it back and repoint the header to the correct script.
  15. You can only hex edit in B2W2. Kaphotics has a good tutorial on how to do this.
  16. The modded version of BWTE (the one that supports up to 1000) should be able to search past 813... Just for future references.
  17. Are you using BWTE 1000? It was specifically modded for the purpose of extra trainers. If you point it to id 814, it should still initiate the battle. http://projectpokemon.org/forums/showthread.php?14752-Kazo-s-B-W-Tools&p=158989&viewfull=1#post158989
  18. Extend trdata and trpoke by copying a file and appending it to the end. Be sure to continue the numbering (so it should be file 814) If I remember correctly, the names are in a non-readable format and I also forgot the index... Anyways, the index # of the trainer is the index # of the name. Edit: location is a/0/0/2 - 382 Remember to extend the text so you can add your custom name. Check out RawDB on Project Pokemon's main site and it will give you information on this actual names.
  19. It worked fine for me. The only problem (at least for me) is that you have to make the # of lines equal. (e.g. file you are replacing with has 230 lines, keep it at 230 lines, even if it is a bunch of empty lines)
  20. Not sure if this works for your situation, but this is how I extended texts in BW1. Find an index that has more lines of text, extract it with PPNFR, replace the file you want to extend with the extracted file, and then replace text and edit.
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