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Edited to update the question.
I've updated the MoveSelectionScreen routine in pokecrystal to show icons for the move's type and physical/special/status category instead of printing text. So far the palettes aren't updated, so they use entry #0, the color of your Pokémon's back sprite:
I would like to temporarily use palette #7 for the icons, and restore palette #0 when the dialog closes and reveals the back sprite again. The MoveInfoBox routine calls TextBox, which I would expect to fill that whole rectangle with palette #7 already. Presumably it's being overridden later. How do I make that not happen?
Last edited by Rangi (2016-11-12 05:08:57)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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My immediate problem has been solved: when the move info dialog opens I load a new SGB layout, and when it closes I reload the BATTLE_COLORS layout. This probably does more work than necessary, but trying to just update one palette entry and a few tiles wasn't working, and updating the whole screen is, so yeah.
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
Offline
Pages: 1