Skeetendo

’Cause all games were better on the GBC

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#1 2017-09-11 05:38:52

wildmask
New member
Registered: 2017-09-11
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Glitched sprites with AGIXP?

For the past two days I've been non-stop surfing the internet for a way to make my Pokemon Silver rom hack. My goal is simple: just change all the pokemon sprites in the game, their types, and move sets. AGIXP is amazing, but every time I try and insert a sprite it becomes all jumbled up in the game.

For the record, I am inserting .GIF files at 64x64. I've heard that if the photo is too big it will get scrambled, so is there a way to make smaller sprites (for example, 40x40 sprites like Tododile) become bigger sprites, like 64x64? Or, alternatively, is there anyway to size down my sprites without them losing quality and keeping their pixel edges? Since MS Paint isn't very good with sizing down images and retaining a good quality...

Side note: Is there any way to have more than three colors on AGIXP? Given that I'm working with Gen II I'd assume so but I can't find anything on it.

Thanks in advance!

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#2 2017-09-11 14:40:29

Miksy91
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Registered: 2010-10-16
Post 2,313/2,339

Re: Glitched sprites with AGIXP?

Hi,

Unfortunately the maximum size for battle sprites is 56x56 (without any serious in-game modifications). Battle sprites of pokemon can however also be size of 40x40 or 48x48 which are used for many pokemon by default as well (beside 56x56).

What comes to color limitations, you pretty much have to stick with sprites having only four colors of which black and white are already reserved.

Last edited by Miksy91 (2017-09-11 14:41:52)

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#3 2017-09-11 15:39:55

wildmask
New member
Registered: 2017-09-11
Post 2/9

Re: Glitched sprites with AGIXP?

Thank you for your reply!

It's useful to know that information, but when I tried making a pokemon (Cyndaquil) into my own sprite, and I did test it at 56x56 it resulted in a glitched sprite.

Also how are there four colors? I know there's black, white, and a color of your choice but what's the fourth one? Since AGIXP only offers three colors...

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#4 2017-09-11 16:04:58

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,502/3,578

Re: Glitched sprites with AGIXP?

Agixp *thinks* it is adjusting the image size when you insert one, but it is actually just... corrupting one of the base stat values by replacing it with the image size. So attempting to replace an image with one of a different size will still result in the image looking wrong unless you manually fix it. While there's really no reason to be starting a hack the old fashioned way like this instead of using pokecrystal, if you do want to stick with it, you could use the Pokemon Editor that I made to fix the image size and fix the base stat back.

As for additional colors, no. The rom only stores 2 colors per Pokemon for each status. So 2 colors for normal, 2 colors for shiny. Since all of them use White and Black, it builds a palette for the Pokemon by loading white, reading the light and dark color from the mon's pal entry (either normal or shiny) then loading black. Agixp won't let you store extras because they aren't stored that way. If you want to use a third unique color instead of black (it would have to be instead of black unless you want to make the entire background a color other than white, as there is no transparency) you would absolutely need to switch to pokecrystal and rewrite the way the game loads Pokemon palettes in order to support what you want to do.

Last edited by Mateo (2017-09-11 16:06:09)

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#5 2017-09-11 17:35:17

wildmask
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Registered: 2017-09-11
Post 3/9

Re: Glitched sprites with AGIXP?

You were right about it having to be the size of the original Pokemon! I did some tests and when making the image 40x40 it did, indeed, work!
I downloaded your Pokemon Editor and I am blown away by how amazing it is...it is a super helpful tool and is exactly what I'm looking for! But I must inquire about the "advanced" section. I notice there's a pic size box and one that states move/evo...which I think means you can change the moveset/evolution based on what I read on the original post where you posted this tool. But I don't know exactly how pointers/hex values work, like, at all. Do you know of a source that has a written up tutorial on how those two things work, and programs to do it in? Sorry if that's a bit much to ask ^^''

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#6 2017-09-11 20:27:57

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,503/3,578

Re: Glitched sprites with AGIXP?

The tool should have come with a readme that explains that stuff. The pointer would be for manually repointing the moves and evolutions, but there was another move/evolution data editor made by someone else that handles the repointing automatically, so you'd just use that.

Changing the pic size is pretty simple.
77 = 56x56 pixels
66 = 48x48 pixels
55 = 40x40 pixels.

It's basically saying "7 tiles by 7 tiles" or "6 tiles by 6 tiles" since each gbc tile is 8x8 pixels. And no, you can't make the sprites rectangular instead of square, and afaik only those three sizes actually work by default.

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