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aninymouse

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Everything posted by aninymouse

  1. It has to do with the file that maps certain colors to certain coordinates. change the colors but not the coordinates and things get messed up. I've had sprites come out like your last one there, several times. Glad you got it ironed out. It's definitely a long process to get perfect sprites when you make drastic changes.
  2. did you put on the rudolph child's play patch first? :\ if not, there's your problem. also, beware altering the maps with scripts on them. you have to replace the scripts with gibberish, or the game will freeze on those maps every time.
  3. Just posting to say that you don't have to rename the narc files; the ROM will automatically "rename" them when they put into place. Just reinsert into the proper location. Nitro Explorer automatically saves the changes, Crystal Tile 2 prompts you to save, but regardless...
  4. Congrats on a job well done! I'll snag version 1 tonight and give it a shot! Thanks so much for doing this... it's always been an idea I wish I was able to execute myself
  5. I know this isn't much of a post, but I'm just adding my two cents in here: like you said, I've only been able to move the sprites in the 160x80 area to try and fix this problem. There's still a lot that needs to be researched in Gen 4, but hopefully the issue of sprite coordinates and shadows can be addressed soon.
  6. Eh? I just happened to be trolling (as in net fishing) Pixiv, and when I saw this I remembered this guy's thread. Eh, I figured I'd throw him a bone, since Pixiv can be difficult for people with no knowledge of Japanese to explore fully. Plus, I have some free time.
  7. PPRE does not support that feature. The framework is there, but the program is not coded to be able to mess with it.
  8. search this forum. i have made about 5 gazillion posts on this already. if you can't figure out crystaltile2 there are other programs that work just as good for that.
  9. Never heard of this. Can't you just use Pokesav on your English version of HGSS to put in the wonder card of your choosing?
  10. Anything I could do with a tool, so could you. Here you go, here's some videos that'll basically show you exactly how to do this: And here's a sprite to start off with from Yellow: http://www.spriters-resource.com/gameboy/pokeyell/sheet/18982 Of course, it'll need recolored, and possibly reconstructed at a new size, if it bothers you that they'll appear pretty short compared to the other trainers.
  11. Any 2-digit hex number goes up to 255: FF BTW, thanks for the tool, Kazo! Maybe I'll start messing around with BW before too long, but I still feel like there's work to be done in Gen 4.
  12. Sweet! Haha, I gotta admit, though, that those short RSE sprites are gonna look weird on the adult trainers. But at least they're official. Not everyone would take kindly to the custom ones you can find here or there, I suppose.
  13. Sorry man, I have no experience with an R4i Gold. I have a DSTT. (The poor man's R4!) I'll say this, though: chances are you just messed up the rom. Try running the latest version of Rudolph's child's play patch on a clean rom FIRST, then running the custom patch with xDelta second. There's a whole host of sloppy editing mistakes that could have compromised the integrity of the rom, too, but you'll have to be much more specific in exactly what you changed.
  14. PPTXT I guess. I gotta make time to try it out this week...
  15. Perfect Platinum is pretty much exactly what you just described, but it's also one of the few prestigious hack projects of the game, anyway. There's also Bloody Platinum (which was ahead of it's time, I feel), but it makes a lot of other changes, too. Or you could just ask me to make you a custom one. I love learning how to improve my skills
  16. sigh dude, you just gotta be a little more adventurous and open up those folders!
  17. Oh, I know. I read that the other times you posted it. I just think it's interesting they're somewhat prevalent these days, since such things were pretty rare, before. Mostly I was just making a bump of this topic, I suppose. My offer still stands. But I suppose I don't need a SS patch, since I was mulling things over last night and I decided that the way you've done things is just fine.
  18. You know, after a little searching on Deviant Art, I found pretty much everything you'd need to add the whole cast of Gen 3 to the DS games Granted, I haven't checked to see if they fit into the 16-color limit yet.
  19. If you're not using a clean rom and you just want to use PPRE, just select the file with PPRE, edit Dragonair, save your changes, and click write rom. Then see if it worked. MAKE SURE you give each edit a unique name. PPRE hates it when you try to name all your edits the same thing. If you messed with a Dragonair's base stats, the changes won't show up immediately unless you level the pokemon up or deposit it in a box. Just carrying it around in your party will just read from your save game data, not the base stats. I forgot to address the evolution thing. The R&D forum has a program called 4th Gen Evo Editor. Extract your a/0/3/4, select the appropriate options from the program menu, edit Dragonair's evolution and make sure to hit save before you switch to a different Pokemon. PPRE works the same way; you have to save before switching to a new view. Make sure to hit "Close," since this program will continue to run in the background, otherwise. Reinsert 4.narc into a/0/3/4. Done. Let it be known that a lot of the simple things can be directly hex edited if you have even a vague idea of the offset in the rom, but I can't recommend that to beginners.
  20. Well, maybe I could simply use a small portion of this project. Like, one or two trainers. Once I figure out how you did this that and the other thing, I should be able to replace some of the worthless trainer classes (rather painstakingly) and add in a few extra trainers. I dunno which ones, but Cynthia & Steven seem attractive options. Having a SS version would just be more convenient since I wouldn't have to do any work twice. I never watched Kazo's tutorial until today. Seems very doable. I'll have to get Tile Molester, Kiwi.DS and his header removal program, since I've never bothered with any of those before. If I can get it to work nicely, maybe I could go to the trouble of applying the Kazo method to a few RSE sprites for you. Of course, you'd have to trust me with the files for me to be able to work with them. Maybe you could give me just one of them (I know which one I'd prefer, haha) to try out this method and see if it's something I'm able to pump out for you!
  21. 1) To alter the overworld sprites, you need Poketex and the HGSS offset .txt file. Poketex is found in the R&D forum sticky. Google to find the .txt. Put the .txt file in the same folder as the program and rename it "list.txt". Open the rom in the program. Check YouTube for in-depth tutorials. You'll have the option of making a modified Dragonair OW sprite or just using the same one over Dragonite. One other thing: it only works with the Japanese rom for HGSS, so you could use a file system program (look below) to extract the edited a/0/8/1 and reinsert it into an English version rom of your choice. Or not, if you like playing the Japanese version. 2) To alter the stats, you need PPRE. Found in the R&D forum. Hit "Choose Rom," pick your file, hit "Set Rom," wait, hit "Pokemon," and then just go down the list to Dragonite. Change what you want and hit "Save." Close that window and hit "Write Rom" or "Create Patch," depending on what you want to do. Of course, before you use PPRE, make sure to run the latest Rudolph Child's Play patch on the rom if you're going to use a USA or EU rom. 3) To alter the battle sprites & the party/box icons, you need PokeDSPic & NitroExplorer2, CrystalTile2, or any other file system program. I think they're in the R&D forum, but if not, they're on page 1 of any search engine. Use the file system program of your choice to extract a/0/0/4 and rename it "4.narc". Open PokeDSPic, select the narc, scroll to Dragonair's first back sprite entry and hit "Save PNG". Do the same with the first front sprite. Open the PNG in Paint or Photoshop, make any edits you might desire for your Dragonair "evolution," and save the PNG (skip this if the regular sprite is fine). Repeat for the the other image. In PokeDSPic, go to Dragonite's first Back sprite entry and hit "Open PNG". Hit "File," then "Write to narc". Repeat for the front sprite. Make sure you replace all 4 of Dragonite's sprites in this way: 2 back, 2 front. Use the File system program to reinsert 4.narc into a/0/0/4. Do it the same way for the paty/box icons using the appropriate program that comes in the zip file. Those are located at a/0/2/0. 4) And although I haven't tried it (yet), I think PPTXT is the only program that can change a Pokemon's name. R&D forum, page 1.
  22. Actually, since I've been mostly hacking SS (I like the Lugia storyline a bit better is all), I would love to have that version of the patch, but if you're too busy, I understand. It's just that I already have done all of my work on SS and I'd hate to have to redo everything. Also, of course, a big THANK YOU for doing something this cool
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