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Found 43 results

  1. Hey guys! I'm familiar to wondercard editing with PkHex, and I tried to get myself an Eon Ticket on my Alpha Sapphire game. However, i'm getting the same problem some people already had, the old "get ticket but doesn't trigger event" stuff. I've done my research on how to solve this problem, but couldn't do it so far. At first I tried to use the WC6 on the English Event Gallery section, but then I just went and tried everything I found on the internet (different WC6, old PkHex versions, disabling flags, etc.), but with no success. I've also noticed that my "Latios Defeated" flag was checked before even editing anything. Tried to disable it, but still, with no effect. My save file is attached, and so is the WC6 used. I also tried to use a old PkHex version (unknown version, found at an old post with the same problem), but I'm using the PkHex 190515 at the moment. I don't know if it matters, but i'm using a Homebrew 3DS XL to Export/Import the saves on the cartridge through JKSM (Homebrew menu version, not the CIA one), but i'm also testing on Citra. EDIT: Edited to add more (maybe) useful info. 2048 ORAS - Serial Code Item Eon Ticket (ENG).wc6 main
  2. Before I get powersaves I have one question: (Maybe Not One Actually) 1st question:If I backup my game to powersaves what save files will it be? Will it be a main file (you know: those files called main?)?[/u][/u] MAIN: Can I get my main file I downloaded off the internet and and use that backup? (About 1st question) YES: * (About MAIN section) NO: Go to the no section of BIN/OTHER. (About the MAIN section) BIN/OTHER: Can I turn that main file into a bin or the save file I need? (About 1st Question) NO: Can I get my backup(no hacked) onto the computer atleast and edit it then export the backup to my 3ds? (About BIN/OTHER) YES:*(About BIN/OTHER) YES: * (About answering NO to BIN/OTHER) NO:I'll just use the codes. (About answering NO to BIN/OTHER) * Means Post in the comments how to do it.
  3. Hello everyone. :) So, I'm fairly new still to the idea of ROM editing and tried asking around on reddit for an answer to my current predicament. So, I wanna do a HeartGold Nuzlocke series after a failed FireRed Nuzlocke that ended in, well... the death of my team (and story-wise for a laugh my trainer). I wanted to change the teams of both Blue and Red to be similar (with adjustments) to both Blue's team from FireRed with some changes to suit my brother's personality (named it after his name on Twitch) and Red's team to be the "dream team that could have been", which I was able to accomplish using PPRE. I also wanted to change the name of Blue and Red to my original trainer's name and his rival's name from FR, but with PPRE that doesn't seem possible - or at least with the version I have. Is there a way to find an older version or another program that lets me change trainer names available? Or is there another way to safely edit the names of trainers? Also, if, by some chance, there's a way to give a trainer's Pokemon nicknames without changing all instances of a Pokemon's name to said nickname, how could I do that - or would that require creating a separate, unobtainable version of the respective Pokemon? Thank you for your time.
  4. I've seen several YouTube videos with trainer battle models that have their animations replaced. However, I couldn't get it to work with Ohana3DS and I couldn't find any threads here or on gbatemp. Does anyone know a way to do this?
  5. Version 1.0.2

    999 downloads

    This program is a mass editor for every Pokémon file you can open or create with PKHeX, so that you don't have to do it for several Pokémon manually. It's really simple: You just drag and drop the folders or files that should be edited into the free space Click on the changes you want to apply and configure it as much as you want After you configured everything the way you want it, you just click the big "Mass Edit" button and your Pokémon have been edited Forum:
  6. Hey! I have been struggling a bit with the friendship on pkhex. When I try to trade the Pokemon after editing, its Happiness resets to base. I know that this is normal but is there way to keep it max happiness for the person who receives the Pokemon as well?
  7. Hello everyone. This is my first post. I've been trying to edit some moves on pk3DS, hoping to make them more useful. For example, I'd like to turn Dragon Rush into a Dragon-type Brave Bird and Sand Attack into a move that would be exactly like Mud-Slap (20 BP, 100 Accuracy, Target's Accuracy -1). I have no idea what the "Effect", "0xB", "Flags 1" and "Flags 2" parameters do, but since there are already existing moves I can use as models (e.g. Mud-Slap for Sand Attack), I thought applying the exact same values to the moves I wanted to edit would work. As you can see in the screenshot attached, that's what I did. However, when I tested my changes using HANS, I realized editing moves was not that easy. Sand Attack does not inflict damage, but will be super effective if used against a Pokémon weak to Ground. Could anyone explain to me how the Move Editor works? I can't seem to figure it out myself
  8. Hi, I'm currently in the making of my own little rom hack, Nothing big just changing some trainer sprites, specifically Lucas and Dawn. I have currently changed both Lucas and Dawn's overworld sprites to Riley and Cheryl. Since I'm very new and inexperienced with rom editing (It took me several hours to figure out how to change the overworld sprite) I would really appreciate it if anyone would do a detailed tutorial (or preferably do it for me) on how to change the back sprite and front sprite of Lucas and Dawn in Pokémon Platinum. I have linked some images and files below that may be useful if you are so kind to help me. :smile: Front and back sprites [ATTACH=CONFIG]13450[/ATTACH] [ATTACH=CONFIG]13451[/ATTACH] Rom download link: Pokémon Platinum Rom
  9. Right now I am editing Pokemon Platinum, and have started changing what wild pokemon appear in the game. I have however noticed that whenever I enter the cycling road (Route 206), the game freezes and I have to reload. This happens even if I revert all the changes I have made. Does anyone know a method to fix this? I saw that some other people had the same problem and were able to fix it, but did not post what they did to do so. I also saw that they found the same issue in Mt. Coronet and Spear Pillar, so if anyone knows how to fix those too that would be great. Thanks for your help.
  10. While playing the Sol Platinum hack, I discovered a few major bugs that ruined an otherwise well-done game: The Seel/Dewgong line had a movepool glitch at level 65; the player gets stuck in an infinite loop of attempts to learn glitch moves. Legendaries from Generations I-III appeared multiple times; in my first game, I caught Celebi and the Lati@s twins three times each. Not just battled them, but caught them... Since the original hacker is no longer active, I've thought of trying to fix those two bugs myself. How easy would this be for an absolute beginner with an editing tool like PPRE?
  11. for some reason i can no longer click the stats edit button on a storage pokemon using the platinum pokesav or the platinnum compact pokesav, can anyone help?
  12. Hey guys im having some trouble editing my save file, i can get it off the SD card (just drag and drop), edit what i want in Pokesav (Storage), then I save and drag it back onto the SD card. But when i load the game the storage edit hasnt worked. Any ideas? Thanks Edit: Forgot to add I am using an R4 Revolution and the save is coming out at 512kb
  13. So, I was editing some simple stuff for my friends the other day and came across some problems. Firstly, I dumped someones save file so that I could get the .pkm of a Bidoof obtained from the GTS that looked like it might be one of those events. When I opened the save in the editor, the following things happened: 1. The party was MISSING three Pokemon, including the Bidoof. 2. Boxes 4 through 10 were wiped and set to the same wallpaper. Secondly, I dumped another friends save file to change some nicknames around for them. Oddly, nothing seemed wrong about the boxes or Pokemon this time, so I thought nothing of it. However, after I had finished making the changes and reapplied the save to his cart, the wierd stuff happened. Some of the Pokemon I had nicknamed were as though they hadn't changed, others had vanished completely, and others were nicknamed and duplicated in the box about five or six times. I tried reapplying the save again after some other minor changes, and less wierd behavior happened, though it still refused to nickname some Pokemon even though I clearly changed them in the editor. Anyone else had wonky behavior like this?
  14. I started Platinum on R4 and wanted to change my Piplup (it was adamant) I opened the .SAV file in Pokesav PT and changed it to modest. When I put it back in my R4 it still says I have an adamant Piplup but when I open the exact same .SAV file in pokesav again it says it is Modest. What the hell? Is this a major bug? If so, where should I report it?
  15. Hello to everyone in the Project Pokemon Community. My name's Tucker and I've been playing pokemon since I was a wee lad, my first game being Pokemon Crystal. Since then, pokemon has held an important place in my life and still does. I've been recently introduced to the world of rom hacks (though i've been playing them forever lol) and joined this community to hopefully educate myself enough to obtain my own version of a randomized ORAS game some day. Any help will be appreciated as i begin my journey to becoming a ROM EDITING MASTER!
  16. This guide is for people wondering how to edit certain sprites in B2/W2 like Trainer mugshots and Starter selection sprites. It also works for sprites in other DS games. To get started, you need to download the latest version of Tinke, which can be found here. Step 1. Open up Tinke and load the ROM you want to edit. I'll be using Pokemon Black 2 (U). Step 2. The program will load with a directory of the ROM on the left side. Use this link to find where your sprite is located. I want to edit the mugshot of Nate, and mugshots are located in /a/2/6/7 Step 3. After you locate the narc where your sprite is, open it up using the Unpack button near the lower right corner. Step 4. Unpacking this specific narc will reveal a bunch of bin files and a bunch of RLCN (palette) files. Step 5. In order to view the sprite correctly, we need to select the correct palette file first. Nate's palette is near the bottom of the list at 7_72.RLCN. Select it, then press the View button, and you should get a box of 16 different colors. Step 6. Now let's open Nate's mugshot. It's located at 7_47.bin. Unpack it, then click View, and you should see the sprite with the correct colors. Step 7. Now you can save it to your computer as a PNG using the Export button on the lower right corner. Step 8. Use your favorite graphics program to edit the sprite however you want. Do not resize the image and do not use more than 16 colors. Here's an example of an edited mugshot: The green background is the transparency color. Do not use this color in your actual sprite unless you want it to be transparent in the game. Step 9. Save the sprite as a PNG and go to Tinke. Click on the Import button. If you are using different colors than the ones the sprite originally had, be sure the click the "Replace palette" option down at the Palette import options section. Step 10. If your sprite imported correctly, Pack all the files you Unpacked, then click the Save ROM button. Wait for it to finish saving, then test out your edit using an emulator. If everyone looks fine, then congrats, your edit was successful! With Tinke, you can edit pretty much any sprite in the game, including things like Prof. Juniper's intro sprite and even the sprites used during the credits. Sometimes you'll need to change the Offset/Width/Height of the sprite in order to view it correctly. Sometimes you may find an image that looks like a sprite, but is actually a texture (usually ends in .BMD0). You can save these images, but I haven't figured out how to reinsert them or if that's even possible. Anyways, hope this helps someone!
  17. Hello, I would like to know if it is possible to edit your win-loss record on your trainer card. I'm 9-3 when I should be 14-3, due to many disconnections when I'm on the verge of winning. Is this possible? If so, how? Thanks.
  18. How come when I use the PCD option for the Pokesav (Platinum) it doesn't work properly for me. If I use the PGT mystery gift file, I get the pokemon from the delivery man in the Pokemart. But if I use the PCD wonder card file, It ends up that after I press L+R on my Action Replay, I do get the Wonder Card but it says that you have already received this gift! How do I fix this problem? So is it that the PCD Wonder Card Files only create the Wonder Card but not the pokemon?
  19. I'm trying to edit a Pokémon Blue ROM to make it look like an US Pokémon Green version. Right now, someone hacked a rom for me, so it would display "Green version" on the title screen. I then hacked it so it would display a Bulbasaur. I want to edit two particular blocks of text in the game. The poster in Celadon Dept. Store that says "Red and Blue, both are Pokémon!" to make it "Red and Green, both are Pokémon!", wich I've done alerady. I'm also trying to edit the block of text that contains the default names list, so I can edit it to have "Green" instead of "Blue" in the list. I'm using Pokétext, for the matter. I also want to edit the version exclusives to be the Japanese Blue's. Now, I have some problems. First off, I can't find the block of text containing the default names list. Secondly, Pokémap doesn't have Wild Pokémon data for every places. There are some routes and caves containing Pokémon I want to edit wich I cannot access with Pokémap. Well, if someone could find me a tool that would allow me to fully edit the Wild Pokémon data, that would be nice.
  20. The title says it all, I'm requesting a code that lets you use items in the Battle Frontier. I've only started experimenting with AR codes so I don't really have the experience necessary to figure out how to do this. Any help/codes/suggestions are appreciated.
  21. Basically the keyboard when making name is split in 4 tabs; 1st is hiragana, 2nd is katakana, 3rd is latin and 4th is numbers, symbols, e.g. You can't just edit your name from one latin based name to another (our alphabet) by just using pokesav for HG/SS because it will use the english way of saving a name, using the first table and not the 3rd. I know the hex code for the name I got and for the name I want, but editing directly in the SAV using hex editor makes the save corrupt and unplayable... Is there any way to hex edit the name but not make it corrupt? Perhaps some other tool I don't know about?
  22. 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!
  23. I want to try to edit sav of the new game. I want to know if I can use progress made for older games, after I check that they work also in this version. I hope I'm not going to do it without other's help (especially by evandixon that has worked to PMD 2).
  24. 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
  25. What number of Ev's and Iv's should i give a pokemon at level 20 using pokesav to make it look legit and for it to have good normal stats so i wont suck in battling? Please list it: EX: Defense: 34 Attack: 45 ^ Thats what i mean by list it. Please i really need help with that!
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