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#1 2013-02-16 03:45:29

PokeFan01
Member
Registered: 2013-02-13
Post 3/13

Changing Hero & Rival Sprites in Silver

What's the easiest, most "newbie-friendly" way to change the front/back sprites of the main character and the battle sprite of the rival in Silver?  And, also, change the rival's OW sprite from red to blue?

If anyone can help me, that would be great.  :)

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#2 2013-02-16 04:16:25

footballmaniac
Member
Registered: 2012-12-17
Post 22/28

Re: Changing Hero & Rival Sprites in Silver

Also change pokemon too, the other, i think it too hard for me

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#3 2013-02-16 09:38:01

mallo
Member
Registered: 2012-03-18
Post 32/32

Re: Changing Hero & Rival Sprites in Silver

Try AgiXP. It lets you to change pokemon and trainer graphics in-battle.


Hamha!

I don't blame you...

I LIED!

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#4 2013-02-16 18:20:12

Vitharix
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Registered: 2011-12-29
Post 204/396

Re: Changing Hero & Rival Sprites in Silver

http://hax.iimarck.us/topic/427/

there are lots of tutorials on this site.

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#5 2013-02-16 19:13:15

PokeFan01
Member
Registered: 2013-02-13
Post 4/13

Re: Changing Hero & Rival Sprites in Silver

I've read some of those tutorials, but I still don't get it.  What specific size and format does the sprite need to be in?  None of those tutorials say anything about that.

And, my understanding of hex is practically nil, making those tutorials even more confusing.  You have to understand, I'm a complete noob at this.

All I need is simple, easy instructions on changing sprites.  (And, simple easy instructions on what to do if it makes the emulator crash.)

Plus, I don't think I've seen anything here about changing the colors of OW sprites.

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#6 2013-02-16 20:15:14

Vitharix
Member
Registered: 2011-12-29
Post 206/396

Re: Changing Hero & Rival Sprites in Silver

PokeFan01 wrote:

And, my understanding of hex is practically nil, making those tutorials even more confusing.  You have to understand, I'm a complete noob at this.

1: You can't just read them and expect to understand it. Just like knowing how the letters of the German alphabet are pronounced doesn't mean you can speak German, you just have an idea how it sounds. Practice this stuff. Make little quizzes and write out random hex bytes until you know how they work. see 3.

2: Everyone, everyone is/was a newbie at some point. Get over it and don't use that as an excuse. Being a newbie doesn't preclude you from doing anything. You can do it.

3: Don't be afraid to f*** up. It will happen hundreds of times, thousands of times, so get over the fear of messing something up and not knowing how to fix it. Yeah, you might've lost hours of work. But you will have learned to make backups for everything. Learn from everything. You can learn more from your mistakes than your successes.

4: This is why tutorials are only kind of helpful. They'll hold your hand through the process and by the end, you will not have learned anything. Of course there are exceptions to this. Things like replacing backsprites are pretty universal because they just use AGIXP.

Hope you get something working. Accomplishing something cool is just putting a toe in the water, there is so much more you can do.

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#7 2013-02-16 21:47:56

comet
Member
Registered: 2012-04-09
Post 146/679

Re: Changing Hero & Rival Sprites in Silver

The counting system humans use is decimal (base 10). This is why there are ten values for a digit (0-9).

Hex is another name for base 16. It's just a condensed form of binary (base 2), which is what computers work with. This works so that we can read 8 binary digits (bits) as 2 hexadecimal digits (nybbles). Each pair is called a byte.

Since we only have characters 0-9 to represent numbers, we use letters to fill out the rest:

0 1 2 3 4 5 6 7 8 9 A B C D E F

We also use $ or 0x to indicate that we're talking about hexadecimal.

A byte has 2 digits. The max value will look like $FF, since $F is the highest we can go for one digit. For an idea of what that actually means as a number, we can use the base to our advantage. 99 is the 100th (10*10) value in base 10. In the same way, $FF is the $100th (16*16) value in base 16. 16 * 16 is 256, so $FF would be 255.

A byte or a part of a byte doesn't always represent a number. The nature of transistors lets you do some cool tricks that you wouldn't have thought of numerically. What if we want a negative value? We can use the highest bit to represent that. We would call this new byte signed. It can still only have 256 values, so instead of going from 0 to 255, it would go from -128 to 127.

Or you can treat nybbles as independent numbers. And so on.

Don't worry if you have a tough time with the vocabulary. Wikipedia helps too. Windows Calculator has a programming mode (Alt-3) that lets you play around with what hex would look like in decimal or in binary, and vice versa. It's also handy if you aren't used to counting this way.

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#8 2013-02-17 20:45:17

PokeFan01
Member
Registered: 2013-02-13
Post 5/13

Re: Changing Hero & Rival Sprites in Silver

Okay, I've actually tried this one, and it failed.  Badly.  (Luckily, I backed up the game.)

All I ended up doing was crashing the emulator, and they never mentioned what to do when that happens.  (In fact, none of these tutorials do. :( )  Plus, I had to already 'adapt' the tutorial to work for a Gen II game, and I was forced to guess on how to do that.  Guessing never works well for me.

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#9 2013-02-17 22:23:29

comet
Member
Registered: 2012-04-09
Post 149/679

Re: Changing Hero & Rival Sprites in Silver

The thread in your post is working with red.

The fastest way to get the answer you're looking for is to separate questions that might be unrelated (changing the colors a graphic uses is separate from editing the graphics).

For example, the trainer card graphics (the hero 'front sprite') are normal graphics that can be edited without trouble.

Graphics used in battle (hero 'back sprite', rival image) are condensed to save space. These are run through a routine that spits out the graphics for the game to use. Editing these is a little different, since you have to decompress the image data to edit it, and then compress it again to put it back in. There are ways around this of course.

Color data isn't stored in the graphics, it's a separate thing that the game looks up. Usually related graphics have all their color data grouped together. It's not hard to find these, and pretty straightforward to edit too.

Pick something to start with and we can help you out further.

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#10 2013-02-18 04:00:32

PokeFan01
Member
Registered: 2013-02-13
Post 6/13

Re: Changing Hero & Rival Sprites in Silver

comet wrote:

Pick something to start with and we can help you out further.

Okay, then.  How about the trainer card sprite?  That's the first, main thing I want to change.

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#11 2013-02-18 04:50:03

Miksy91
Member
Registered: 2010-10-16
Post 1,526/2,311

Re: Changing Hero & Rival Sprites in Silver

Like comet there pointed out, trainer card graphics are "normal graphics that can be edited without trouble".
So you can use use a tile layer editor for editing them. This also goes for all of the in-game overworld sprites.

I did a quick search for you and found out that player's trainer card graphic data starts at offset 0x2547F (not 0x25480, adjust the view like I did here).
If you try viewing the trainer card graphics so that the offset below them is adjusted so that it ends with any other digit other than "F", the graphics will look "messed up".

For comparison, here is an image of viewing the trainer card with tile layer editor, Tile Layer Pro.

trainercardy.png

First of all, modify the palettes Tile Layer Pro ("TLP") is made to use there with its Palette Editor. That way, you can look at the graphics better. This here doesn't modify the colors of the trainer card in the game in any way.

But there you go, you can edit the trainer card graphics with this tool here. Also, it happens to be so that you're re-stricted to using 40x56 pixelated image for editing the player's graphics there.

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#12 2013-02-18 05:37:13

comet
Member
Registered: 2012-04-09
Post 150/679

Re: Changing Hero & Rival Sprites in Silver

I recommend TM. You can align the viewport width to view the graphics properly, using the buttons in the toolbar (hover to see a description). TLP does this but has some weird limits.

2Uvm8DU.png

It's in Java so it runs on any platform too.

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#13 2013-02-18 05:40:13

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 597/649

Re: Changing Hero & Rival Sprites in Silver

That's fine if you're editing the trainer card. But what about regular battle sprites for trainers.


Pokemon Blue DX is reborn!

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#14 2013-02-18 13:37:04

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 293/463
Website

Re: Changing Hero & Rival Sprites in Silver

Does TM works with tilesets too?

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#15 2013-02-18 15:44:26

Miksy91
Member
Registered: 2010-10-16
Post 1,527/2,311

Re: Changing Hero & Rival Sprites in Silver

No idea why I haven't bothered to download Tile Molester, have seeing it being mentioned in several places instead of TLP.

emaj30 wrote:

Does TM works with tilesets too?

It's a tile layer editor and can probably load several different types of uncompressed graphics just like TLP can. But it can't display compressed graphics in an uncompressed format of course (because that would make TM a "pokemon GSC" graphics editor instead).

Last edited by Miksy91 (2013-02-18 15:44:41)

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#16 2013-02-18 17:42:14

comet
Member
Registered: 2012-04-09
Post 151/679

Re: Changing Hero & Rival Sprites in Silver

You can edit many tilesets easily with a tile editor, since the only compression is a command that says 'the next 64 tiles are uncompressed' for every 64 tiles. The only reason they were compressed at all was so there didn't have to be a 'tileset length' attribute.

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#17 2013-02-18 18:15:29

emaj30
Member
From: Indigo Plateau
Registered: 2012-12-29
Post 294/463
Website

Re: Changing Hero & Rival Sprites in Silver

Ugh! That's pretty lame! So everyone should stick with TLP and TSE till forever if no other graphics editor comes out? Until now compressed images give me nightmares, it's the next big thing after ASM. Now back to the topic, I guess AGIXP can do the job of inserting those sprites along with ms paint and some documents for the offsets. As of now AGIXP is still friendly with me with minimum and not fatal problems.

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#18 2013-02-18 19:27:26

PokeFan01
Member
Registered: 2013-02-13
Post 7/13

Re: Changing Hero & Rival Sprites in Silver

Miksy91 wrote:

Like comet there pointed out, trainer card graphics are "normal graphics that can be edited without trouble".
So you can use use a tile layer editor for editing them. This also goes for all of the in-game overworld sprites.

I did a quick search for you and found out that player's trainer card graphic data starts at offset 0x2547F (not 0x25480, adjust the view like I did here).
If you try viewing the trainer card graphics so that the offset below them is adjusted so that it ends with any other digit other than "F", the graphics will look "messed up".

For comparison, here is an image of viewing the trainer card with tile layer editor, Tile Layer Pro.

http://img90.imageshack.us/img90/617/trainercardy.png

First of all, modify the palettes Tile Layer Pro ("TLP") is made to use there with its Palette Editor. That way, you can look at the graphics better. This here doesn't modify the colors of the trainer card in the game in any way.

But there you go, you can edit the trainer card graphics with this tool here. Also, it happens to be so that you're re-stricted to using 40x56 pixelated image for editing the player's graphics there.

Okay, I did this, and yet, when I loaded up the game, the picture on the trainer card was visible, but all "fuzzy" looking, with beige pixels scattered around it.  What happened?

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#19 2013-02-18 21:27:53

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 598/649

Re: Changing Hero & Rival Sprites in Silver

PokeFan01 wrote:
Miksy91 wrote:

Like comet there pointed out, trainer card graphics are "normal graphics that can be edited without trouble".
So you can use use a tile layer editor for editing them. This also goes for all of the in-game overworld sprites.

I did a quick search for you and found out that player's trainer card graphic data starts at offset 0x2547F (not 0x25480, adjust the view like I did here).
If you try viewing the trainer card graphics so that the offset below them is adjusted so that it ends with any other digit other than "F", the graphics will look "messed up".

For comparison, here is an image of viewing the trainer card with tile layer editor, Tile Layer Pro.

http://img90.imageshack.us/img90/617/trainercardy.png

First of all, modify the palettes Tile Layer Pro ("TLP") is made to use there with its Palette Editor. That way, you can look at the graphics better. This here doesn't modify the colors of the trainer card in the game in any way.

But there you go, you can edit the trainer card graphics with this tool here. Also, it happens to be so that you're re-stricted to using 40x56 pixelated image for editing the player's graphics there.

Okay, I did this, and yet, when I loaded up the game, the picture on the trainer card was visible, but all "fuzzy" looking, with beige pixels scattered around it.  What happened?

I can only summize that you didn't put them in correctly since the sprite is zig zag in the first place. It has to be inserted in a certain way to show up correctly. Use comet's example instead.


Pokemon Blue DX is reborn!

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#20 2013-02-18 21:45:46

Luigi-San
Member
Registered: 2010-10-16
Post 107/128

Re: Changing Hero & Rival Sprites in Silver

tysonrss wrote:

That's fine if you're editing the trainer card. But what about regular battle sprites for trainers.

You can change those with AGIXP.

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#21 2013-02-18 21:57:30

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 599/649

Re: Changing Hero & Rival Sprites in Silver

Luigi-San wrote:
tysonrss wrote:

That's fine if you're editing the trainer card. But what about regular battle sprites for trainers.

You can change those with AGIXP.

People should stay away from that shitty as program. It does more fucking up than good, I'm currently having issues with it and it was just working fine 10 mins ago.


Pokemon Blue DX is reborn!

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#22 2013-02-19 01:35:34

emaj30
Member
From: Indigo Plateau
Registered: 2012-12-29
Post 295/463
Website

Re: Changing Hero & Rival Sprites in Silver

tysonrss wrote:
Luigi-San wrote:

You can change those with AGIXP.

People should stay away from that shitty as program. It does more fucking up than good, I'm currently having issues with it and it was just working fine 10 mins ago.

I can't say AGIXP is a crap. But I can't blame you if it's unfriendly to you.

Last edited by emaj30 (2013-02-19 01:42:27)

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#23 2013-02-19 03:03:46

Vitharix
Member
Registered: 2011-12-29
Post 210/396

Re: Changing Hero & Rival Sprites in Silver

tysonrss wrote:
Luigi-San wrote:
tysonrss wrote:

That's fine if you're editing the trainer card. But what about regular battle sprites for trainers.

You can change those with AGIXP.

People should stay away from that shitty as program. It does more fucking up than good, I'm currently having issues with it and it was just working fine 10 mins ago.

What issues are you having? The issues I come across are usually of my own doing, and it never seems as unstable as I hear talked about here.

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#24 2013-02-19 19:39:22

PokeFan01
Member
Registered: 2013-02-13
Post 8/13

Re: Changing Hero & Rival Sprites in Silver

tysonrss wrote:

I can only summize that you didn't put them in correctly since the sprite is zig zag in the first place. It has to be inserted in a certain way to show up correctly. Use comet's example instead.

Well, what's the "certain way" they need to be inserted?  I'm lost.  :(

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#25 2013-02-19 19:41:55

koolboyman
Member
Registered: 2010-10-16
Post 153/203

Re: Changing Hero & Rival Sprites in Silver

PokeFan01 wrote:

Well, what's the "certain way" they need to be inserted?  I'm lost.  :(

tysonrss wrote:

It has to be inserted in a certain way to show up correctly. Use comet's example instead.

...

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