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I used your tileset extension then i repointed the battle start gfx ram to 0x8800 and i also changed the color routines so that's why instead of just having 1 pallete which is &07 i used 7 palletes. The reason why im telling this is, everytime the battle starts the extended tiles are all in "white color". I don't know how did you fixed that, so can you tell me how to fix that?
わたし の なまえ わ レン レン でづ
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I already fixed the problem about the gfx. The only problem is the tilepallete.
わたし の なまえ わ レン レン でづ
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Do you mean the little square that shows up for a battle (in the form of a Pokéball etc.)? Or what did you repoint?
cYa,
Tauwasser
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Yeah, the little two d square.
I repointed the gfx of the square then instead of using the original ram that used by the 2 square, i used ram 8800
わたし の なまえ わ レン レン でづ
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Well, I don't see any particular advantage in repointing the graphics... So you changed the pointers at 23:45A5 to load the graphics to tiles 0x00 and 0x01. But you failed to edit the individual drawing routines the state machine at 23:45D3 uses.
However, if that is the case, you should also see the rest of the graphics be the last two tiles that were in 0xFE and 0xFF (grass and maybe a "9") or the tiles for the stone push animation. These two tiles are regularly swapped for other stuff, so I strongly advise keeping it that way.
If you do want to go ahead and change it, you will have to change the following offsets to 0x80 resp 0x81 (instead of 0xFE and 0xFF).
23:48AD: Swoosh Animation
23:47B7: PokéBall
23:488C: Pattern Animation
23:4A41: Circular Animation
23:459C: Teleport Animation
If you need more tiles for custom animations, I recommend prepending these to the original tiles though. Who knows what other code depends on loading these tiles. Might be none, might be some weird combination :|
cYa,
Tauwasser
Last edited by Tauwasser (2013-03-11 02:33:11)
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Where Is the ips patch?
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