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Okay so my request is (theoretically) simple. I'm trying to edit the player char sprites in Soul Silver. I know there is an action replay code to use the female protag from Platinum, and I wanted to make it a patch with it as a permanent change if possible. Thanks in advance for any advice. I got PokeTex, PokeDSPic, and PPRE but I'm not sure what I'm doing... EDIT So I've gone through bunch of tutorials and stuff. I've now got BTX Editor, PokeDSPic, PokeTex, PPRE, and Tinke. I tried simply swapping Lyra and Dawn's walking animations, and recompiled, but when I started the game it crashed so obviously I did something wrong but not sure what. I found a tutorial for Tinke but it's outdated or something because it tells me to do things that don't seem to be options on my Tinke. Please can someone help me out? This is driving me crazy. I thought it'd be simple to play as Dawn in SS since there is a AR code for it but all I've managed to do is give myself a headache. (Plus looking at sprites and stuff I realize I could replace Lyra completely with Dawn (as in backsprites, intro sprites, etc. Everything!) but if I can't even get the overworld sprite to work then it's not happening :< Thanks in advance for any advice!)
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I've always wanted a uniform Pokemon World uniting all the generations, but that will never happen within the games. The closest thing I can do bring together all the sprites from the Pokemon world into one style. Battle sprites would take for ever, so overworlds are the next best thing. The only complete region right now is Sinnoh (though a few extra characters from outside the games are being made once I find pictures), and though you won't find all the actual sprites that were extracted from DPPt, you will find all the characters. Certain people, like the Psychics for example, had the same sprite for both genders. I removed the hermaphroditic sprite and modified it into the two split genders. Included characters: Kanto (Gen 3 and 4) Johto Hoenn Sinnoh Orre (Both games, one template) Fiore Almia Pokemon Island (Pokemon Snap locations) All Regional Pokemon Version 1 Version 2 Version 3 Disclaimer: Some of the Hoenn sprites were originally made by a member of Deviant Art named Kymotoniam who has allowed free use of them. All of said Hoenn sprites have been remade by me though, as Kymotoniam only uses a Pseudo-DPPtHGSS overworld style on the sprites, shrinking some of them to a set of 4-5 uniform body styles and lacking the appropriate colored outlines instead of shades of black.
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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