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’Cause all games were better on the GBC

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#101 2012-11-10 19:19:13

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

How about this @Mateo,?
pdu62.jpg
I don't know why tailow's pic become glitch,

Last edited by hacker (2012-11-10 19:21:19)


[POKÉMON JOURNEY] hacking planning 2012
Visit my website  www.pokemonhackingblog.blogspot.com

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#102 2012-11-10 19:23:04

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

Can you attach the image you actually tried to insert as well? That looks like what happens when the image is the wrong size when you go to insert it.

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#103 2012-11-11 00:29:57

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

7svzp.png

The size is 40x40, 4 colors (included black&white), and I've update pidgey's  picture size to 55.,
Then, it become to glitch


[POKÉMON JOURNEY] hacking planning 2012
Visit my website  www.pokemonhackingblog.blogspot.com

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#104 2012-11-11 01:34:59

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

I'm not immediately noticing any problems, I'm going to try inserting it myself in a test rom though and see if I can figure out what the problem is.

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#105 2012-11-11 11:17:12

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

Btw @Mateo,
when insert it in Agixp, there will have 3 color.,
In my taillow: red, blue darker, and black.,
What happen if I change black into second color(blue darker)?
Did it make an effect glitch to the sprite?


[POKÉMON JOURNEY] hacking planning 2012
Visit my website  www.pokemonhackingblog.blogspot.com

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#106 2012-11-11 21:06:28

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

You would want to choose red and blue for the two colours, then tell it to make "other weird colors" be black. This comes from the fact that the black you used wasn't "true black". I don't know why that would have any effect on the sprite other than how the colours look though.

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#107 2012-11-15 00:05:38

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

And how about with more than 2 color in sprite @Mateo?
Because, my sprite are use 5 color but I choose 2 color+black and everytime I insert it, It going to glitch and resize by itself... :(


[POKÉMON JOURNEY] hacking planning 2012
Visit my website  www.pokemonhackingblog.blogspot.com

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#108 2012-11-15 00:10:11

y0r124
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From: Anywhere.
Registered: 2012-09-12
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Re: AGIXP Tutorial

When inserting in AGIXP, I suggest only using 4 colour, Black + White + (colour of choice) + (colour of choicep)

and it'll not glitched


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Lurking somewhere here...

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#109 2012-11-15 00:27:53

hacker
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From: Batam Grove City
Registered: 2011-07-30
Post 354/548
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Re: AGIXP Tutorial

Aw man.,
so, I must recolor the sprite into 4 color?
Why if we use more than 4 color, will make glitch?
I've insert 140 my Pokemon Gen III to Agixp and then glitch appeard :(


Thank's for your suggestion! :)


[POKÉMON JOURNEY] hacking planning 2012
Visit my website  www.pokemonhackingblog.blogspot.com

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#110 2012-11-15 00:38:57

Vitharix
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Registered: 2011-12-29
Post 176/396

Re: AGIXP Tutorial

hacker wrote:

Aw man.,
so, I must recolor the sprite into 4 color?
Why if we use more than 4 color, will make glitch?
I've insert 140 my Pokemon Gen III to Agixp and then glitch appeard :(

Gameboy only supports 4-color pallettes.

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#111 2012-12-12 07:42:12

delpo
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Registered: 2012-11-26
Post 23/40

Re: AGIXP Tutorial

I'm wondering how the memory works for a pokemon's front and back sprites, and it's shiny versions of the front and back.  When I tried replacing all of jynx's sprites to match the japanese ones, some of the data would seemingly disappear when I would replace all four of jynx's sprites (front, back, shiny front, shiny back).  It makes sense, in order to save space, that the memory would only store the information for the regular front and back, and just the palette information for the shiny versions.  However, when i changed all four graphics, putting the information in areas that I recorded, the resulting data left seems like the front and back data added together with many bytes taken out. Yet, when I check agixp, all four of jynx's sprites are in the rom exactly how i wanted them to be.

Is there any clarification on this?

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#112 2012-12-13 18:03:23

SeiKun
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From: Blackthorn City, Kanto
Registered: 2012-12-13
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Re: AGIXP Tutorial

I don't understand this offset thing... What is it?


As long as we have each other, we won't be fine.

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#113 2012-12-14 01:41:32

Sou1forged
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From: Sweden
Registered: 2010-10-30
Post 9/14

Re: AGIXP Tutorial

Does anyone still have the old AGIXP 3.00 version? The link provided on this thread is dead as a doornail, and I can't seem to find it anywhere else...

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#114 2013-02-18 09:11:41

virus95x
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Registered: 2012-04-03
Post 115/225

Re: AGIXP Tutorial

Run-time error 53
File not found:zerolib

Thats an error each time i try something on it...

I've got the latest version 4.11 and doesnt work for me...any solution?

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#115 2013-02-18 12:54:25

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 289/463
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Re: AGIXP Tutorial

Download it here. It should be in the same folder with the AGIXP executable. It should work now:)

Last edited by emaj30 (2013-02-18 12:55:53)

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#116 2013-05-07 22:40:06

Lightpost
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Registered: 2013-05-07
Post 2/6

Re: AGIXP Tutorial

Hi! Is AgiXp just for replacing Pokemon and Trainer sprites?
Or can I also use this to change the sprites for the objects found inside bulidings (beds, TVs, rugs, etc)? I'd appreciate it if someone can point me to the right tool to be able to edit those images in Pokemon Crystal.

Thanks!

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#117 2013-05-07 22:42:19

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

AGIXP can edit any compressed graphic, as long as you know the offset to extract from or insert to. While the compression format is the same, I don't think AGIXP properly supports Crystal though. I'll poke around with it though and see if I can come up with a way to make it work though.

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#118 2013-05-07 22:52:05

Lightpost
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Registered: 2013-05-07
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Re: AGIXP Tutorial

Thanks for clearing it up, Mateo (that AgiXp isn't exactly compatible with Crystal). I'm nearly done with this little project of mine (change sprites to the ones used in GBA versions of Pokemon). I don't get why the programmers had to compress those images for the indoor objects while about 80% of the tiles are readily available for editing.

Just to clear up what's left of my confusion about using AgiXp, say if I need to edit sprites other than Pokemons and Trainers, I just need to uncheck the "Pokemon-/Trainer-Pic extracting box, type the offset for what I believe the compressed image is found in, correct?   Should I also enable the "GFX Image Size" option? I tried all possible combinations of what settings to use but when I try to click "Next." I get the "AGIXP411 English.exe has encountered a problem...." error (which now I know why, I loaded a Crystal ROM).


Also, do you know any alternative as to how I can edit those images? I wouldn't mind manually editing those using just a hex editor if only that's possible....

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#119 2013-05-08 06:02:20

Miksy91
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Registered: 2010-10-16
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Re: AGIXP Tutorial

I get the feeling I've been discussing you with this already ;)

Anyways, just insert the wanted images in Gold/Silver rom first and then copy paste them (using the copy paste functions of a hex editor) to your crystal hack. Like Mateo also said, I think the compression format is exactly the same in all those three games so it's not like AgiXp wouldn't support crystal.

...Also, might be worth checking if AgiXp let's you do the job correctly using a crystal rom if you change the game title from rom header (0x134-0x143) to that of POKEMON_SLVAAXE (used in Pokemon Silver (U) rom) for instance.

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#120 2013-05-13 03:44:20

Lightpost
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Registered: 2013-05-07
Post 5/6

Re: AGIXP Tutorial

Miksy91 wrote:

I get the feeling I've been discussing you with this already ;)

;-P

Anyway, the computer got messed up and the backup I have was like two days older than the progress I made. Argh!
(I don't speak English but I guess you know what I'm trying to say)

I tried poking around with AgiXp and it does seem like it can decompress Crystal images with no issues. I was able to extract a set of tiles by using an offset I found for Gold. I think it was for the Pokemon Center objects. I managed to find the objects found in the house but the bottom-most part of the tiles for each image seems to be cut in half, but I still tried to edit those the appear right but when I inserted it in the ROM, the objects were all garbled. I think I didn't get the offset right for AgiXp to extract the compressed images correctly.... I found a thread showing the offsets for some locations like the Ilex Forest and tried it on Crystal but it didn't work so it looks like Crystal have those tiles in a different location in the Rom. 
I tried adjusting the offsets little by little and enter in AgiXp until the images show up correctly but it gives me the "encoutered an error and needs to close" message. AgiXp appears to only like certain offsets.

I'll Google for more tuts on how to find the correct offset/address for the images so AgiXp can extract it properly or at least don't make AgiXp crash.

Last edited by Lightpost (2013-05-13 03:46:00)

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#121 2013-05-13 04:16:32

RED
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From: Japan
Registered: 2012-09-03
Post 366/521

Re: AGIXP Tutorial

Hey lightpost, Just ask this question on filino's thread, they made that thread so that you can clearly tell what you need know.


わたし の なまえ わ レン レン  でづ

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#122 2013-05-14 06:10:53

Lightpost
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Registered: 2013-05-07
Post 6/6

Re: AGIXP Tutorial

To all those who offered help, like Miksy91 and Mateo, a big thanks to you guys!!!

Miksy91, I didn't have to do any of those alternatives you suggested. The only problem I had when extracting the tilesets from Pokemon Crystal using AgiXp is that I wasn't putting the correct offset. What I did wrong was that I scrolled through the Rom in Tile Layer Pro (using the "+" and "-" signs) until one of the uncompressed image showed up correctly, took the offset and used it on AgiXp. No wonder the images where somehow cut off. I didn't know that I had to adjust like 3 - 4 pixels so that only the top half part of the image is showing in the 8x8 grid and it should be on the second column, first row. As far as I recall, that was how I found the correct offset to use.
I have just managed to extract a tileset from it and edit the bed to make it look like somewhat similar to the bed in Pokemon Emerald and inserted it.
Once I am finished with this little project of mine, I guess I'd kick my image editing a notch but I haven't decided what part of Crystal I should poke around with.

:D


@RED, okay na tol! ;-D

Thanks again!!!

Last edited by Lightpost (2013-05-14 06:18:26)

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#123 2013-08-01 01:54:18

Maogi
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Registered: 2013-08-01
Post 1/3

Re: AGIXP Tutorial

This may sound stupid, but this is my first attempt at doing this, and for some reason the sprite keep messing up. I know that i need to fix that while editing him (only 4 colors and watnot) but how do i exactly do this? The image i'm trying to use is that one:

17556.png

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