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  1. I need Some sprites of the games Heart gold and soul silver And some of Platinum Pearl and Diamond
  2. This thread is for posting your sprites you made, recolored, or spliced.
  3. Sorry if this is a bit of an odd request... if hack requests are not allowed, my apologies! You see, I've been enjoying Platinum, but ever since I got Soul Silver, I've been totally in love with the new sprites, and I was wondering... Is it possible to replace Lucas's sprites (Overworld, Battle Sprite, and Back Frames) with Silver's from HG/SS, Dawn's sprite with Kotone's (Girl from HG/SS), and Pearl's sprite with Hibiki's sprite (Boy from HG/SS)? I know it seems totally backwards, right? Why swap out Lucas with Silver-- you would think I would have it be Lucas -> Hibiki. Honestly, I just like Silver a lot, it's one of those, "Play as the villain!" kind of things. Plus, Pearl -> Hibiki makes me smile. Could this sprite-swap be done with Platinum? I've also considered that Lucas/Dawn's overworld sprites do have certain poses which HGSS Silver's does not (riding bike/lapras/etc.) so I've been working on making some for him. Same with Kotone and Hibiki's. So if someone can actually swap out these sprites, I can provide the replacement sprites in PNG. ^__^ (I'll be sure not to add any new colors to the sprites either, just in case that makes the palette tinkering any harder.) It would mean a lot to me, and in return I can draw three pictures for you or your Pokemon project, if you like (one for swapping each character). Would anyone be up to this request? Thank you kindly!
  4. Replacing the Actual Sprites Credit to Eternal from TeamUber for this trick. Here is the method on how to replace your DP sprites with Platinum sprites. You can basically replace your Pokemon with ANYTHING... even pictures of SPAM or whatever your heart desires using this method. Preview: Sprite Recolor Requests: Also, many people are quite not liking shiny sprites... like shiny Mismagius or shiny Nidoqueen. I've edited them and recolored them. Tell me what you think about them (see attachments). Also feel free to use them... and no crediting required (aside from Gamefreak who actually made the sprites). Anyone can recolor them and do whatever they want with it really... so yeah. [shinysprite]031[/shinysprite] Nidoqueen recolor reasoning: Male Nidorans have blue shinies, complementing their female counterparts, who are blue. Female Nidorans therefore should have purple shinies complementing their male counterparts, right? It seems to go that way... until we hit brown Nidoqueen. Ewww! [shinysprite]200[/shinysprite] Misdreavus recolor reasoning: A golden ghost? The coloring is quite icky! [shinysprite]429[/shinysprite] Mismagius recolor reasoning: See above. [shinysprite]149[/shinysprite] Dragonite recolor reasoning: Okami: And finally, I agree with shiny Dragonite looking disgusting and horrible. Wraith89: Wow. What strong hate to shiny Dragonite. What did he ever do to you? Okami: Besides his color reminding me of dog vomit, not much, really. ^ meanie :mad: Anyhow, yeah, it isn't exactly the best of the recolors... so I made it pink because everyone else told me to >.> One problem... doesn't it look like: [sprite]207[/sprite] [sprite]169[/sprite] [shinysprite]142[/shinysprite] Source: 1. http://teamuber.net/forum/showthread.php?t=5538 2. http://teamuber.net/forum/showthread.php?t=6257 3. http://www.smogon.com/forums/showthread.php?t=61613
  5. Basically the title spells it all. This thread is dedicated to using RAM editing or even using Hex Editors To allow unused Sprites to serve a purpose in the game. Basically this thread can be considered an extended version and derivativeof here: http://projectpokemon.org/forums/showthread.php?t=1416 I decided to focus not just on Arceus, but on other unused sprites, if any known. From what I know the currently unused pokemon sprites are as of the following: Shellos: http://veekun.com/dex/pokemon/shellos/flavor Gastrodon: http://veekun.com/dex/pokemon/gastrodon/flavor ??? Arceus: http://veekun.com/dex/pokemon/arceus/flavor BETA Shaymin and Giratina: http://bulbapedia.bulbagarden.net/wiki/Platinum_beta What we do know is for Arceus to Stay in Curse (???) type, It's ability must not be MULTITYPE or it will transform back to normal type if not equipped with the correct item. Using the offset of 0x00000040 for HEX editor, The value for Curse Arceus is found to be at least, 4C - 4F. (4D is my preference though). I'm currently trying to get the Shellos and Gastrodon, And on Platinum (using 0x00000040=4D) Gastrodon appears weird, Shellos unsucessful. If anyone manages to come up with any values, Note the value under which offset, and also which game (D/P or Pt) My Current List in mind: Gastrodon Shellos Shaymin (Pt) Beta Origin Giratina (Pt) Curse Arceus Cherim (Sunny 'mode' without activating Sunny Day) Substitute? DP sprites in Pt
  6. So we've been lucky enough as of late too see a few of the new Pokémon sprites in HeartGold and SoulSilver. I personally think that they look amazing. The Entei is a bit iffy, but the others look fantastic. What are your thoughts? Here are some examples:
  7. A note of caution before you even begin; this process isn't for the impatient. There's currently very few tools available for editing anything in Platinum, and said tools are a pain in the ass to use because they weren't designed for editing this game. If you want a one-click solution, you'll have to wait 'til someone bothers making proper tools for the job :v Things you'll likely need An English Platinum ROM. It MUST be a true, unpatched, untrimmed ROM file. The sprite offsets are different in a translated game, not too sure about a trimmed one. Just use a fresh copy directly from your cartridge, 'tis ideal (you DO have a physical copy, right?). PokeTEX English (available in the tool thread) Modified sprite index file for PokeTEX (contains the sprites' locations in the ROM; I've attached it to this post, scroll to the bottom. download it into your PokeTEX folder) Tile Molester (available here). For basic edits and recolors, Tile Molester has a paintbrush, linemaker, paintbucket, etc. If you're going to do anything but a very basic edit or recolor, you'll want an image-editing program that can handle modifying one pixel at a time without making a mess of things, open multiple files in one window, and preferably create multiple layers for use in a "tool sheet" image containing bits from other sprites you might use (I used Photoshop 6.0 myself). If you don't have one, I believe GIMP is free, Google it. Lack of carpal tunnel syndrome (optional, but you'd be in far less pain when this is over) Patience First and foremost, back up your ROM. PokeTEX requires that you save when you import a sprite sheet or change palette colors. Next, boot up PokeTEX. A picture noting the basic controls: Click the "Op. ROM" button at the top, find your ROM, and...open it. Drop down the blank box at the top of the window; you'll see several entries, including the hero/heroine ones and the battle tower people. Note that there are several different ones for both hero and heroine; you'll have to come up with sprites for all of them if you want everything working properly. For now, we're focusing on getting the walk animations working. Select any of the tower sprite sheets except for 5. (You can try saving the hero/heroine sheets and editing them directly, but they always screwed up when I re-imported them. I'm not sure what exactly the problem is. If someone else can get it to work right, then by all means tell me, and I will add the significantly-abridged method to this guide.) The sprite sheet should appear in the left pane. Oggle it for a moment, then click the "Save poke" button at the bottom-right corner of the window. At this point, I recommend creating a folder to drop .poke files, exported Tile Molester sheets, and anything you make in your image editor into. It'll save a bit of clicking later on. Congratulations, your first step into sprite-editing hell has been made. Pat yourself on the back, then continue. Open Tile Molester, making sure not to touch its hands. Click the "File" menu and click "Open..." (or if you're savvy, clicking the little folder will do). Browse to the folder where you exported the sprite sheet from PokeTEX earlier. You won't see anything at first; drop down the "File of Type" box and set it to "All Files (*.*)". Double-click your .poke file that magically appears, and wait the millisecond it takes to load. My, this looks like a bunch of gibberish! Tile Molester, by default, isn't set to display a file of this type. Of course, you're not going to let that stop you. Click the "Image" menu at the top of the screen, and select "Canvas Size". Set it to 4 columns, 52 rows. Click the "View" menu at the top of the screen, highlight the "Codec" sub-menu, find the entry "4bpp linear, reverse-order" and click it. Click the "View" menu again, still located conveniently at the top of the screen, highlight the "Mode" sub-menu, and click "2-Dimensional". You may have noticed (if you didn't you're completely out of it) that the image is no longer gibberish, but actually looks like wee little video game characters. The only problem is, the colors are all wonky. Easily fixed---click the "Palette" menu, highlight the "Import From" sub-menu, and click "This File...". The offset for this size sprite sheet is 6708. Tower5 uses 8244. The size for this and any other sprite sheet is 16. Click "Ok". Full list of hero/heroine sprite palette offsets: hero: 13300 herobike: 11028 hero2: 6596 hero2f: 1196 heroback: 2872 herofish: 8756 heroride: 2276 heroshiny: 13300 herouse: 3040 herousepoke: 2276 Heroine sheets are identical in size, so the same offsets should work for them. Again, if you're not a zombie or summat, you'll notice that the sprite sheet, or rather column, is now clear and colorful. Admire your handiwork for a moment, then get back to it. Long way to go and all. Something to keep in mind; the "sprite column" is shifted to the right a little too much, and so the sprites will "wrap around" to the left side. Make sure you edit not only the sprite itself, but the "wrapped" portion on the left side. If you only intend to edit the head of the sprite, you can make the sprites stop "wrapping" by clicking the button near the top-right of the tool bar that looks suspiciously like a fast-forward button. It will make the sprite at the bottom of the "column" appear cut-off, but don't worry, it's just been shifted to the top and converted to gibberish. Click the "Edit" menu, and click "Select All". Click the "Edit" button again, and click "Copy To...". For the file type, select "Windows Bitmap". Name the file and save it in the editing folder I assume you made. Now for the actual editing. I can only offer instructions for limiting the palette size and preventing a smeary mess with tools in Photoshop; for any other program, consult the help file or summat. Open the file you just saved in Photoshop. Click the "Image" menu, highlight the "Mode" sub-menu, and click "Indexed Color...". Set the palette to "exact", uncheck Transparency and click "Ok". This will prevent Photoshop from using transparencies while you paint and inadvertedly adding colors to the palette. Open the sheet with the sprites you're going to use. I recommend coloring it with the colors of the sheet you imported from your ROM before you copy it over---it makes it much easier to get things right the first time later when you're modifying the palette in PokeTEX. Keep the colors themselves as close to the originals as possible, to ease reintergrating the sprite sheet with its .poke file. Yes, this means your character will be strangely-colored. No, there's nothing you can do about it at this point. Important: Do NOT, in any way, edit the coding at the very top of the image. If I have to guess, I would say that this is the file's header. Screwing around with it makes Very Bad Things happen. Actually, it'll just make PokeTEX tell you to go do inappropiate things to your pet dog. Or that's what I assume it says, anyway. Someone forgot to translate the error messages. Don't touch it in any case. Once you've completed your recoloring and editing, select each sprite with the "Retangular Marquee" tool and drag it over into its respective slot. If you recolored the sprite beforehand, the colors should automatically remap themselves to use their respective spots in the palette. If not, your sprite is going to look very strange for now. Save the sprite sheet when you're done copying sprites over. Don't overwrite the one you originally exported, as it will be useful later. Back in Tile Molester, click the "Edit" menu and click "Paste From...". Select the sprite sheet you just saved and open it. It should automatically align itself. Resize the window so that it's slightly wider than the sprite sheet, and click the grey area to deselect and complete the paste operation. All colors should automatically remap themselves to the palette if they're close enough to the originals. If not, don't fret, it doesn't much matter anyway. Click "File", then "Save As..." and save the .poke under a different name than the original. Do not overwrite the original, as you will need it to restore part of the ROM you're about to overwrite. Bring PokeTEX back up, and select the sprite sheet that you originally exported. Click the "Open poke" button at the bottom-left of the screen, and open your modified sprite sheet. One or two colors may be wrong; as mentioned at the beginning of this guide, Tile Molester especially, and PokeTEX itself weren't designed to handle this game, and a color or two might have gotten screwed in the import/export process. Ignore it for now, and click the "Unk.1" button near the bottom-left of the screen. You're almost done. Click the "Extend" button at the bottom-right of the screen. The window will expand, and a pane full of numbers will appear in the left of the expansion. This is the sprite's color mapping. You could, in theory, edit sprites solely through this interface, skipping this entire guide, if you were very good at visualizing the final product. But if you're not, read on. There will be a red square around your character in the upper-left pane that contains the character sheet. Pressing the < and > buttons to the right of the color mapping move this square through the sheet. For now, select the first spot in the character sheet, select everything in the color map pane, right-click and click "Copy". Drop down the box at the top of the window, and select either the hero or heroine character sheet. Down next to the color map, click < to select the first spot, select everything in the color map, right-click, and click "Paste". To finalize the replacement, click the "Save ROM" button in the bottom-right of the window. Do this after each copy-paste cycle, or the change won't take. Continue doing this until all the frames you have made are placed in their respective spots on the hero/heroine character sheet. The following shows what to replace (as some of the running frames look similar to walking frames: Back (standing): A1 Facing right, right step: B1 Facing right, standing: C1 Facing right, left step: D1 Facing left, standing: A2 Facing left, left step: B2 Facing left, right step: C2 Back, left step: B3 Back, right step: A6 Front, standing: B6 Front, left step: C6 Front, right step: D6 When you're done, modify the palette so that your character is colored properly. I opened up another PokeTEX window and copied the colors from the original sprite sheet (since I was just modifying a tower sprite and reinserting it), but there's no reason you couldn't copy the HSL/RGB values directly from the sprite sheet you used with help from your image editor's Color Picker and palette view. Just keep in mind that you only have 15 colors to work with (+1 transparency color), and the first color must be set to the background color. And there you have it. Repeat the same procedure for running, swimming, fishing, biking, etc etc. If you would like a specific sprite added to the index, request it and I'll see if I can find it. For now, only sprites that I've deemed important are indexed. Eventually, I hope to get them all done. Also coming soon: editing trainer screen picture and battle back picture. Update: new offsets added to the PokeTEX sprite list. Credit goes to mindfreak over at The PokéCommunity Forums for listing'em. Only the "important" ones are named, still. Redownload below~ Bigger Update: pictures added. If any more are needed, lemme know. Importantish Update: It was brought to my attention that I'm a screwup and forgot to include the palette offsets for ALL the hero/heroine sprite sheets, such as the ones used for biking/fishing/pokeballin'/etc. They have been added in the appropriate section of this tutorial. Thanks to mouses11 on the PokeCommunity Forums for bringing this to my attention. Credit to D-Trogh and his video found for the locations of the sprites' palettes and the dimensions that enable easy editing of the sprite sheets in Tile Molester. list.txt
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