Skeetendo

’Cause all games were better on the GBC

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#51 2011-11-13 02:45:34

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 124/649

Re: AGIXP Tutorial

I figured out the back sprite problem folks. I never inserted &H in AgiXp when going for the backsprite. So that would make sense on what it never appeared. I always assumed AgiXp corrected that for me.

Now I haven't tried it yet, but I did have the same problem with tiles, and used &H this time....came out scrambly though.


Pokemon Blue DX is reborn!

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#52 2011-11-13 04:36:09

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,023/3,578

Re: AGIXP Tutorial

For tilesets you have to use Horizontal instead of Vertical.

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#53 2011-11-13 04:45:37

zhengwei
Member
Registered: 2011-08-18
Post 102/140

Re: AGIXP Tutorial

Can this tool insert sprite of No.252 pokemon? I will insert new pokemon,how can I do?

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#54 2011-11-13 05:00:51

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,025/3,578

Re: AGIXP Tutorial

I have never added a new pokemon, only replaced existing ones. I believe that to add a new sprite you would have to repoint the pointer table of pokemon pictures, insert the sprites manually with Agixp, and then manually enter the pointers for them at the end of the list. But this is just speculation, as I haven't really tried yet.

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#55 2011-11-13 05:03:55

zhengwei
Member
Registered: 2011-08-18
Post 103/140

Re: AGIXP Tutorial

Mateo wrote:

I have never added a new pokemon, only replaced existing ones. I believe that to add a new sprite you would have to repoint the pointer table of pokemon pictures, insert the sprites manually with Agixp, and then manually enter the pointers for them at the end of the list. But this is just speculation, as I haven't really tried yet.

Oh,that's quite difficult,and I can"t find the pointer table.Did Nobody do it before?

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#56 2011-11-13 07:26:28

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 1,026/3,578

Re: AGIXP Tutorial

I know its been done before, Koolboyman did it, but nobody has written a tutorial on it.

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#57 2011-11-13 09:26:05

zhengwei
Member
Registered: 2011-08-18
Post 105/140

Re: AGIXP Tutorial

Mateo wrote:

I know its been done before, Koolboyman did it, but nobody has written a tutorial on it.

That's amazing,I have called him to help,but no answer,I think he is so busy.Can anybody contact him or write a tutorial?
I think many people's requirement is same as me. that can help many people.

Last edited by zhengwei (2011-11-13 09:28:50)

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#58 2011-11-18 05:17:03

zhengwei
Member
Registered: 2011-08-18
Post 108/140

Re: AGIXP Tutorial

Mateo wrote:

I know its been done before, Koolboyman did it, but nobody has written a tutorial on it.

I repoint the No.252 pokemon,but it still can't work.

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#59 2011-11-18 18:39:31

Tauwasser
Member
Registered: 2010-10-16
Post 222/452

Re: AGIXP Tutorial

Seriously, go look at a debugger once in a while. Then you'll figure this out on your own.

cYa,

Tauwasser

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#60 2011-11-19 03:10:56

zhengwei
Member
Registered: 2011-08-18
Post 109/140

Re: AGIXP Tutorial

Tauwasser wrote:

Seriously, go look at a debugger once in a while. Then you'll figure this out on your own.

cYa,

Tauwasser

Could you introduce me a good debugger? So that I can figure that out on my own.

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#62 2011-11-19 10:50:45

zhengwei
Member
Registered: 2011-08-18
Post 111/140

Re: AGIXP Tutorial

IIMarckus wrote:

That's very strange.I changed at 40C1C - Ammount from 0xfb to 0xfc,and I also changed at 44360-44556 Pointers to Pokedex Data.The pokedex can work when I catch it in the battle,but it can't be saw in pokedex of menu.I changed at 48000-485DF Pointers to Pokepics ,but the pokepic of No.252 can't work. so I think maybe there is global amount of pokemon somewhere.

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#63 2011-11-29 00:30:32

zhengwei
Member
Registered: 2011-08-18
Post 130/140

Re: AGIXP Tutorial

Mateo wrote:

I know its been done before, Koolboyman did it, but nobody has written a tutorial on it.

Adding new pokemon to generation II is successful. You can see my thread.
Thank you all the same.

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#64 2011-12-01 08:50:44

zhengwei
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Registered: 2011-08-18
Post 134/140

Re: AGIXP Tutorial

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#65 2011-12-01 16:21:37

Kuroko Aizawa
Member
Registered: 2011-12-01
Post 2/499

Re: AGIXP Tutorial

Is there somewhere I can request somebody to insert a sprite for me? I've been trying out AGIXP and I can insert just about everything but the Back sprite and the tiles. It doesn't help I'm a fluent English speaker using the German Version, but the English download links won't work -_-

Thank you,
Pia Carrot

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#66 2012-01-31 05:11:50

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

Re: AGIXP Tutorial

I have a few questions about inserting backsprites. All I want to do is replace Hiro's backsprite with a custom Lance backsprite. I have read and re-read this thread over and over, and it really is not making sense to me..
So I load up AGIXP, but do I select Pic-Offset rather than pokemon/trainer-pic extracting? On the resource thread, I found the offset at which Hiro's backpic is stored, or is that just a pointer? anyway, when I build the compression, it does not show anything close to it when I use &3F9CB.

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#67 2012-01-31 05:41:07

Vitharix
Member
Registered: 2011-12-29
Post 13/396

Re: AGIXP Tutorial

I figured it out. I wasn't using &h because I tried it one time, and AGIXP crashed, so I figured that was an invalid command. But it must have been something in the code i put. Anyway, great tutorial, Mateo!

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#68 2012-02-21 14:05:26

Aicy
Member
Registered: 2012-02-20
Post 6/80

Re: AGIXP Tutorial

FluxBB bbcode test

Why? It's 48x48 D: Btw, it's a Bagon.

Edit: Nevermind, figured to use only 5 colors. XD

Last edited by Aicy (2012-02-21 14:16:42)


Email!

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#69 2012-03-29 17:13:03

hacker
Member
From: Batam Grove City
Registered: 2011-07-30
Post 152/548
Website

Re: AGIXP Tutorial

How to insert pokemon Red to Agixp?
When I'am go to pokedex no.1(bulbasawr) it not working and not responding., XP
Any body can help me?


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

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#70 2012-03-29 17:18:45

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 1,315/3,578

Re: AGIXP Tutorial

You cannot use Agixp to insert Pokemon in Pokemon Red. It only supports Gold and Silver (not even Crystal). Pokemon red uses a different compression format.

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#71 2012-03-31 22:46:29

hacker
Member
From: Batam Grove City
Registered: 2011-07-30
Post 153/548
Website

Re: AGIXP Tutorial

@Mateo, did you know a tool to compress sprite for pokemon RBY?

Last edited by hacker (2012-03-31 22:47:19)


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

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#72 2012-03-31 22:52:16

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 1,320/3,578

Re: AGIXP Tutorial

Found this near the top of the Tools section.

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#73 2012-06-12 07:25:18

GeminiRage
Member
Registered: 2012-04-04
Post 19/93

Re: AGIXP Tutorial

Not sure exactly where I should be posting this, but I might as well try here at least.

I've been encountering a very strange issue with AGIXP.  I used to have no issues inserting graphics with this program, but now it's suddenly started producing very glitchy stuff.  For example.

agixp.png

I've got this Chibi Komachi that I was going to insert into my Touhoumon hack.  Dimensions look fine and all, but...

PokemonSilver611.png

After insertion, when I actually meet her in-game, she is a glitchy mess of what I believe were Suicune's hind legs and black bars.  Which makes zero sense, because Chibi Komachi is the No.60 slot in my hack (where Poliwag used to be)!

I extracted the graphic, and this is what came out.

agixp2.png

Apart from the fact it looks nothing like the image I inserted, the dimensions are also wrong compared to the original image.  I'd like to know why this could be happening, and how to solve this problem.

Last edited by GeminiRage (2012-06-12 07:27:33)


Author of Touhoumon: Ordinary Version

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#74 2012-06-12 18:43:49

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 1,413/3,578

Re: AGIXP Tutorial

I've had this problem before too, with trainer sprites usually. I honestly don't know how to fix it other than to make backups (in case it is accidentally inserting your sprite over other data) but its possible that it has just messed up the pointer when it was saving it. You could load her data and check. If you went back to a backup, you could tell it an offset manually when inserting (or just write down the offset that it comes up with) and that way you can check to make sure the pointer is correct (and fix it if it isn't).

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#75 2012-06-12 19:37:09

GeminiRage
Member
Registered: 2012-04-04
Post 20/93

Re: AGIXP Tutorial

Mateo wrote:

I've had this problem before too, with trainer sprites usually. I honestly don't know how to fix it other than to make backups (in case it is accidentally inserting your sprite over other data) but its possible that it has just messed up the pointer when it was saving it. You could load her data and check. If you went back to a backup, you could tell it an offset manually when inserting (or just write down the offset that it comes up with) and that way you can check to make sure the pointer is correct (and fix it if it isn't).

Well, I've been backing up my ROM ever since this happened before accompanied by some game-breaking glitches.

As for repointing the data?  Possible.  Last night, I was thinking of taking a different approach, where I would manually insert the sprites by finding out exactly where in the ROM the images are stored so I could properly insert them in a more direct manner, except I couldn't quite seem to find a list of the offsets.  I have a hunch I know which banks they're stored in, but I'd rather not end up overwriting other sprites I've inserted thus far.


Author of Touhoumon: Ordinary Version

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