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#1 2010-11-26 21:50:52

jaydenp95
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Registered: 2010-10-16
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Resizing Pokémon Gold Sprites (For Dummies)

Heyy, heres whatg happened, the other day i was playing around and i found something new which id not seen on the internet before. I had discovered how to resize pokemon gold graphics!!!

PLEASE NOTE - If both programs are open at the same time, one will stop responding, so try to only keep one program open at any one time.

In this tutorial i will be replacing a 40x40 kaknua with a 56x56 of my own sprite.
Things You Will Need:
Hack-O-Matic (H.O.M) hom0.jpg
AGIXP 48003432.jpg
Wild Pokémon Editor (OPTIONAL)

Tutorial:
Right, the first thing you are going to do is opem H.O.M and go into the G/S Pokemon Editor hom1.jpg
Then once in the editor, go to the pokemon you want to edit by pressing the Page Down button on your keyboard, once you are at the pokemon you want to get to, depending on the image size, it should look like this (notice the 85?) hom2.jpg, this is the data of Kakuna in H.O.M...and this is the data in AGIXP hom3.jpg


Now, in H.O.M, go into a pokémons data which has a 56x56 sprite, in this case, i have chosen Blastoise...hom4.jpg
So simply copy the number which i have highlighted and paste it into the 40x40 sprite data as shown below hom5.jpg now click File > Save and close H.O.M.


Now open AGIXP and just imput your 56x56 sprite over the kakuna which was previously 40x40 as shown hom6m.jpg hom7.jpg hom8.jpg hom9.jpg

Now this is all done and put into your ROM file, i have used the G/S/C Wild Pokemon Editor to edit the data so that the only pokemon which appears on route 29 is kakuna...
hom10.jpg.




And if you have followed everything step by step then you should have an amazing final piece, and it should look a little bit like this....
hom11.jpg


Thankyou for reading, Jaydenp95

Last edited by jaydenp95 (2010-11-26 21:52:32)

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#2 2010-11-26 22:02:00

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 327/3,578

Re: Resizing Pokémon Gold Sprites (For Dummies)

Thanks for posting this, I'm sure it will help a lot of people.

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#3 2010-11-26 22:55:39

jaydenp95
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Registered: 2010-10-16
Post 48/79

Re: Resizing Pokémon Gold Sprites (For Dummies)

Mateo wrote:

Thanks for posting this, I'm sure it will help a lot of people.

Your Welcome, as i said, i just randomly saw it and decided to try it out :)

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#4 2010-11-27 14:49:07

Miksy91
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Registered: 2010-10-16
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Nice tutorial :)
Though you don't really need Hack-O-Matic to do this ;)

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#5 2010-11-27 19:45:16

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Indeed, you can also do it manually by going to the pokemon's data.

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#6 2010-11-28 09:54:31

jaydenp95
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Registered: 2010-10-16
Post 49/79

Re: Resizing Pokémon Gold Sprites (For Dummies)

yes but if people do not know how to get into the pokemons data :)

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#7 2010-11-28 12:10:25

Miksy91
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Registered: 2010-10-16
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Here is a way (by knowing the stats of the certain pokemon);
Search for the base stats of it: Strength, Defense, Special Atk, Special Def...and you'll find the data easily.
For example Kakuna's data is at $51CAB.

$51CAB
OE 2D 19 32 23 19 19 07 03 78 47 00 00 7F 64 0F 05 55...
(14 45 25 50 35 25 25 7 3 120 71 0 0 127 100 15 5 85...) in decimal.

You can see that for example OE refers to its number and 55 to its picture size.
7F (127 in dec.) happens to be the gender (FE (254) = 100% female, FF (255) = no gender).
And as 127/254 = 1/2 --> 50% female.
Then again, for example byte 05 would refer to: 5/254 = 0,0196... * 100% = 1,97% female.

So, it's not any harder than this :D

Last edited by Miksy91 (2010-11-28 12:17:36)

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#8 2010-11-28 21:26:32

Tauwasser
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Registered: 2010-10-16
Post 52/452

Re: Resizing Pokémon Gold Sprites (For Dummies)

Miksy91 wrote:

You can see that for example OE refers to its number and 55 to its picture size.

Maybe to illuminate this part a bit. The picture size itself was obviously created with the ability to have non-square images. However, at some point, this idea was thrown out and all that remains is the following:

The game only reads the low 4 bit of the byte and decides the picture size from those:

  • 5 - 5×5 tile picture

  • 6 - 6×6 tile picture

  • else - 7×7 tile picture

So while it is possible to plug other values in, only X5, X6 will be meaningful, the rest produces 7×7 tile pictures. This of course can be reprogrammed to be variable if you put enough time and effort into this.

cYa,

Tauwasser

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#9 2012-03-18 16:24:10

mallo
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Registered: 2012-03-18
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Can someone help me?
I don't know what to write in that "Image Sprite" box. I have both frontsprite and backsprite 56x56, but any other pokemon doesn't.

BTW. Sorry for my English.
BTW2. My first post!

EDIT: Screen says more that 1000 words, so:
zQpoF.png

Last edited by mallo (2012-03-18 16:37:19)


Hamha!

I don't blame you...

I LIED!

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#10 2012-03-18 18:53:54

Vitharix
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Registered: 2011-12-29
Post 23/396

Re: Resizing Pokémon Gold Sprites (For Dummies)

It's possible that you didn't resize the image to the correct size that is standard for back sprites. I can recall having a problem with that, and the exact results that you have. It depends on what pokemon you replaced with Treecko, as 56x56 is not the only image size used. There is also 40x40 and 48x48. If I recall correctly, when you decompress the image in AGIXP, it will say what the image size is when you build the decompression.

Edit:

Someone correct me if i'm wrong, but the backsprite size is fixed, and changing the Picture Size in HOM won't change it, leaving you with a glitchy backpic.

Last edited by Vitharix (2012-03-18 18:58:02)

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#11 2012-03-18 19:23:44

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Resizing Pokémon Gold Sprites (For Dummies)

All backsprites are 48x48. To my knowledge there is no way to set this independently for each Pokemon, so you will have to resize the backsprite to be 48x48.

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#12 2012-03-21 18:22:23

mallo
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Registered: 2012-03-18
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Oh...

That's okay. I gonna use... erm... i dunno. D:
So remember: I'm not even angry. I am a so sincerely right... okay i'm gonna stop it.

(Darn, darn, darn, darn...)


Hamha!

I don't blame you...

I LIED!

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#13 2012-03-21 18:42:47

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Hmm. Well, if you post the image I'll see if I can resize it for you.

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#14 2012-03-22 12:41:11

mallo
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Registered: 2012-03-18
Post 3/32

Re: Resizing Pokémon Gold Sprites (For Dummies)

Thanks, but no.
I gonna use Black/White Sprites now. They look like your pokemon was shrinked in pokeball, but that's better than nothing.

46PJB.png

EDIT: Is there a way to move backsprite more to left so there wouldn't be situations like:
0nqC2.png

EDIT2: And one more, probably last, question: What to write when sprite is 64x64?

Last edited by mallo (2012-03-23 13:10:28)


Hamha!

I don't blame you...

I LIED!

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#15 2012-03-26 13:37:53

hacker
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From: Batam Grove City
Registered: 2011-07-30
Post 151/548
Website

Re: Resizing Pokémon Gold Sprites (For Dummies)

Someone could help me?
Why when I'am resized about 163 pokemon's graphic
Then, I'am inserted 163 new graphic to my pokemon and save it.

But, when I'am played my pokemon hack in my visual boy.., it says,"Cannot load the rom size 29".,
Any body know the problem?
Please tell me.,,


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

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#16 2012-12-13 17:34:44

SeiKun
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From: Blackthorn City, Kanto
Registered: 2012-12-13
Post 1/5
Website

Re: Resizing Pokémon Gold Sprites (For Dummies)

@hacker

Make sure you used the correct size. You need to insert them in hex I think.

For those of you who have problems with laggy sprites, I've solved that. In the Pic Box in "Pokemon Ultimate Editor" made by Mateo here, there is a HEX number. Use a converter to convert it into decimal. That's the size of the sprite. And the sprites are all squares so the width and height are the same. The sprite can ONLY have 4 colors since the gameboy only reads 4 colors. Transparency counts as an color so you must turn that off. Adobe Photoshop CS5 is excellent in this case. Because it shows how many colors you have used in the .gif when about to save. And there you can turn off transparency. If you look at old Pokémon sprites, you will notice that they all only have 4 colors, black, white (constant) and 2 other colors. That way, you will get an perfect sprite. Any other questions regarding laggy sprites, feel free to contact me.

/Sei


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

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#17 2012-12-13 20:56:37

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Resizing Pokémon Gold Sprites (For Dummies)

It would actually be easier to just change the sprite size using my editor and not fool with using hack-o-matic at all anymore. Especially since changing the values in hex makes more sense anyway.

40 x 40 sprite = 0x55
48 x 48 sprite = 0x66
56 x 56 sprite = 0x77

If you notice, the hex value is how many rows and columns of tiles the sprite is made of, while the decimal number is hard to remember and means nothing in that format.

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#18 2012-12-30 16:50:53

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 9/463
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Mateo wrote:

It would actually be easier to just change the sprite size using my editor and not fool with using hack-o-matic at all anymore. Especially since changing the values in hex makes more sense anyway.

40 x 40 sprite = 0x55
48 x 48 sprite = 0x66
56 x 56 sprite = 0x77

If you notice, the hex value is how many rows and columns of tiles the sprite is made of, while the decimal number is hard to remember and means nothing in that format.

hey sir matt,if i change last hex of a pokemon data to my desired value,will it mess with the rom?i mean,for example,pidgey has a 40x40 pixel size which is 0x55,as i guess,then i will change it to 0x66 which will turn out to be a 48x48 pixel sprite?do you get what i mean?coz im having difficulty when it comes to inserting a different pixel sprite to the rom,it messes up the output images when i resize it to a desired size,the problem is either loosing the right color of the sprite or making the sprite blurred and unable to retain its original image...can you help me with that?

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#19 2012-12-30 18:12:23

Miksy91
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Registered: 2010-10-16
Post 1,390/2,339

Re: Resizing Pokémon Gold Sprites (For Dummies)

emaj30 wrote:
Mateo wrote:

It would actually be easier to just change the sprite size using my editor and not fool with using hack-o-matic at all anymore. Especially since changing the values in hex makes more sense anyway.

40 x 40 sprite = 0x55
48 x 48 sprite = 0x66
56 x 56 sprite = 0x77

If you notice, the hex value is how many rows and columns of tiles the sprite is made of, while the decimal number is hard to remember and means nothing in that format.

hey sir matt,if i change last hex of a pokemon data to my desired value,will it mess with the rom?i mean,for example,pidgey has a 40x40 pixel size which is 0x55,as i guess,then i will change it to 0x66 which will turn out to be a 48x48 pixel sprite?do you get what i mean?coz im having difficulty when it comes to inserting a different pixel sprite to the rom,it messes up the output images when i resize it to a desired size,the problem is either loosing the right color of the sprite or making the sprite blurred and unable to retain its original image...can you help me with that?

I'm not quite sure what you mean by this but;
If you want to insert a 48x48 pixelated image, you should change the picture size value to 66.
If you want it to be 56x56 pixelated instead, you should change that value to 77.

Insert the sprite with AgiXp and make sure the pointer to that image actually leads to the sprite (AgiXp does this automatically) and you should be good to go. It's not really any more difficult as stated in the main post of this tutorial.

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#20 2012-12-31 00:47:36

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 10/463
Website

Re: Resizing Pokémon Gold Sprites (For Dummies)

Miksy91 wrote:

I'm not quite sure what you mean by this but;
If you want to insert a 48x48 pixelated image, you should change the picture size value to 66.
If you want it to be 56x56 pixelated instead, you should change that value to 77.

Insert the sprite with AgiXp and make sure the pointer to that image actually leads to the sprite (AgiXp does this automatically) and you should be good to go. It's not really any more difficult as stated in the main post of this tutorial.

yes,that's what im talking about,so if i sucessfully manage to change 0x55 to 0x66,i can now insert a 48x48 pixels image to a originally 40x40 value on the rom,right?i got to try this later if it will work,thanks for the answer.

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#21 2012-12-31 05:15:38

Miksy91
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Registered: 2010-10-16
Post 1,392/2,339

Re: Resizing Pokémon Gold Sprites (For Dummies)

emaj30 wrote:

i can now insert a 48x48 pixels image to a originally 40x40 value on the rom,right?i got to try this later if it will work,thanks for the answer.

The new 48x48 pixeled image takes more space than the original 40x40 one so you've got to transfer it somewhere else in rom. The best option to do would be using one of the empty rom banks for spritework of your own (of course you also need a hex editor for just seeing where you want to store the data exactly). And like I said before, AgiXp does the repointing automatically so you're just going to input the offset where you want to insert the image in the box AgiXp tells you during the tutorial and choose which image to replace with the new one and you're good to go.
The program really tells everything for you so it's quite simple to do.

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#22 2012-12-31 10:49:28

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 19/463
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Re: Resizing Pokémon Gold Sprites (For Dummies)

thanks alot sir,now i get it,and about the hex value of the size of the sprite,how can i find it,is it the last hex value of the image when you view it with a hex editor?can you please tell me or link me some tool on how to calculate the hex value of the sprite and finding the needed free space on the rom?and thanks for constantly replying on my concerns,thanks alot,

@miksy91

hey sir,i found out here,that bank 13 of the rom which is 4c000-4ffff is totally empty,if i tell agixp to put the sprite there,will it be messing with rom since the tutorial said that something on the rom repoints to it or nothing will happen and the custom sprite will be fine?correct me if im mistaken...

happy new year to all of us!

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#23 2012-12-31 12:35:18

Miksy91
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Registered: 2010-10-16
Post 1,393/2,339

Re: Resizing Pokémon Gold Sprites (For Dummies)

For now, insert the images in rom bank 0x22 (starting at $88000) instead of bank 0x13. I'm not sure whether you can use rom bank 0x13 for this actually.

And you don't have to worry about anything expect for inserting the sprite in a rom area where there is space for it and so that it doesn't make your job more difficult by taking space out of some other data (originally, empty rom banks don't have this problem so use them instead of ones having actual data written in them already).

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#24 2012-12-31 15:18:39

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 23/463
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Re: Resizing Pokémon Gold Sprites (For Dummies)

Miksy91 wrote:

For now, insert the images in rom bank 0x22 (starting at $88000) instead of bank 0x13. I'm not sure whether you can use rom bank 0x13 for this actually.

And you don't have to worry about anything expect for inserting the sprite in a rom area where there is space for it and so that it doesn't make your job more difficult by taking space out of some other data (originally, empty rom banks don't have this problem so use them instead of ones having actual data written in them already).

sounds interesting,ok,time for work!thanks sir,ill give some feedback later if all these or one of  them would work,hmmm...

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#25 2012-12-31 20:01:23

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

Re: Resizing Pokémon Gold Sprites (For Dummies)

@miksy91
job accomplished sir,i tried putting the sprite on a empty rom bank didnt work,changing the last hex value of a pokemon data to desired value worked!and lastly,using ultimate pokemon editor tool by mateo also worked!

a really big thanks to you sir miksy,and sir mateo too,credits to all of you guys,

Last edited by emaj30 (2012-12-31 23:19:01)

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