Skeetendo

’Cause all games were better on the GBC

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#76 2012-06-12 19:43:57

Mateo
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From: The Sims 4
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Re: AGIXP Tutorial

Well you wouldn't want to just insert them over the originals because they probably won't be the same size and could overwrite the data that comes after them. But each pokemon sprite is called via a 3-byte pointer, so you can store the image anywhere in the rom that you want. Agixp will repoint the data automatically when it imports an image, and you have the choice of using the location it found on its own or manually specifying a location. As such, I don't know of a list of offsets for the individual graphics, although the ROM Map will likely have the banks listed. But I think the useful offsets thread has the location of sprite pointers. If not I'll try to get it up somewhere.

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#77 2012-06-12 20:19:29

GeminiRage
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Registered: 2012-04-04
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Re: AGIXP Tutorial

Wait... are you trying to tell me vital data other than battle sprites are stored in those banks?  Because I have absolutely no reason to keep any of the original Pokemon graphics in my hack, so I have no qualms with just overwriting them unless it could result in breaking something else in the ROM.

Last edited by GeminiRage (2012-06-12 20:20:21)


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#78 2012-06-12 23:48:24

stag019
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Registered: 2011-01-05
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Re: AGIXP Tutorial

Mateo wrote:

Well you wouldn't want to just insert them over the originals because they probably won't be the same size and could overwrite the data that comes after them. But each pokemon sprite is called via a 3-byte pointer, so you can store the image anywhere in the rom that you want. Agixp will repoint the data automatically when it imports an image, and you have the choice of using the location it found on its own or manually specifying a location. As such, I don't know of a list of offsets for the individual graphics, although the ROM Map will likely have the banks listed. But I think the useful offsets thread has the location of sprite pointers. If not I'll try to get it up somewhere.

Silver, Gold, and Crystal.


You can try to hide yourself in this world of pretend; when the paper's crumpled up, it can't be perfect again.

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#79 2012-06-13 00:56:15

Mateo
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Re: AGIXP Tutorial

There shouldn't be other vital data in the banks that they are originally in, but Agixp doesn't insert over the original sprite, it sticks it in wherever in the rom it finds enough free space, in any bank unless you specify an area manually. I just meant if you inserted over the old sprite directly and the images weren't the same size it could overwrite the start of the next sprite if you tried to insert a larger sprite over the old one, and it would make the next sprite load funny if it overwrote part of it.

EDIT: As far as I know the only way it would corrupt important data would be if it saved the pointer wrong making it point to important data by mistake, and you told it to "delete original picture" when you inserted a new one causing it to delete what it thought was a picture. But I've never had it do this, so this is just speculation on a possible way that it could. Since Stag posted lists of the image offsets with sizes, you should be set to insert where you wish.

Last edited by Mateo (2012-06-13 01:03:51)

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#80 2012-06-13 02:53:20

GeminiRage
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Registered: 2012-04-04
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Re: AGIXP Tutorial

stag019 wrote:
Mateo wrote:

Well you wouldn't want to just insert them over the originals because they probably won't be the same size and could overwrite the data that comes after them. But each pokemon sprite is called via a 3-byte pointer, so

you can store the image anywhere in the rom that you want. Agixp will repoint the data automatically when it imports an image, and you have the choice of using the location it found on its own or manually specifying a location. As such, I don't know of a list of offsets for the individual graphics, although the ROM Map will likely have the banks listed. But I think the useful offsets thread has the location of sprite pointers. If not I'll try to get it up somewhere.

Silver, Gold, and Crystal.

*bookmarks*

You sir, have earned my utmost gratitude for showing me this!

And the manual insertions worked without any hitches.


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#81 2012-06-13 03:29:54

stag019
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Re: AGIXP Tutorial

Yup, no problem. I've got a version for Generation I too.

Also I forgot to mention that these take a while to load because they're decompressed on the fly (it was originally a test to see if I could write code to decompress them).


You can try to hide yourself in this world of pretend; when the paper's crumpled up, it can't be perfect again.

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#82 2012-09-30 03:28:20

RPD490
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Re: AGIXP Tutorial

How would I go about replacing my player's backsprite in Gold?

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#83 2012-09-30 13:00:47

Vitharix
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Registered: 2011-12-29
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Re: AGIXP Tutorial

Very easily. It's the same process as replacing any sprite, you just have to select trainer backpic or something similar. and of course it has to be the correct size (which I cannot remember at the moment).

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#84 2012-09-30 16:16:39

Mateo
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From: The Sims 4
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Re: AGIXP Tutorial

^Actually, not quite. Agixp doesn't support automatically repointing the back sprites for the player and the catching tutorial, but it can still be done. You would have to either: 1)Insert it over the old one, and hope it doesn't go beyond the original data or 2)Repoint it manually. The offset for both backsprites are in the Useful Offsets thread, and I think the pointer locations are there as well. If the pointer locations aren't there, I have them around somewhere and kkj1116 has them as well. In fact he's the one who actually took the time to look them up and sent them to me.

Last edited by Mateo (2012-09-30 16:17:05)

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#85 2012-09-30 18:51:50

RPD490
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Re: AGIXP Tutorial

Actually I figured it out. Only thing was when I found the back sprite, it was all blue and yellow. Like this actually. I dunno if its suppose to be like that but it seems to be the same palette that game uses.

You tell me if its suppose to be like that:
goldb.jpg

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#86 2012-09-30 18:59:13

Mateo
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Re: AGIXP Tutorial

That'a fine. Agixp doesn't know how to load the pallet since you are extracting manually, and so it doesn't change it. That is just a default pallet it uses to extract it. It will look fine when you edit it and re-insert it.

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#87 2012-09-30 19:04:01

RPD490
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Re: AGIXP Tutorial

Oh okay, cuz I wanted to use Sawakita's HGSS Backsprite but I can't get the colors to look right in the game. When it does show, Gold has darker skin and I can't seem to get it to match with the sprite's actual palette.

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#88 2012-09-30 19:06:41

Mateo
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Re: AGIXP Tutorial

You can search for and edit that pallet in a hex editor though. Just open up pallet viewer in VBA, search for the values, and change them to what you want. I believe there is still a tool floating around that lets you pick a colour and it gives you the GBC hex value for it, if not I'll re-upload it.

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#89 2012-09-30 19:07:42

RPD490
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Re: AGIXP Tutorial

Oh okay, never thought about using the VBA for that XD I'll check and mess around with it and see what I can do then get back to ya.

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#90 2012-09-30 19:11:27

Miksy91
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Registered: 2010-10-16
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Re: AGIXP Tutorial

This is something I wrote in G/S Useful Offsets earlier:

Miksy91 wrote:

I managed to find where the palette of the player is stored in G/S (and the offset itself wasn't any big mystery...). I did it by looking at the coding of crystal, and while at it, I found the offsets where the palettes and backsprites of its hero/heroine are stored. They don't really belong to G/S findings but could be listed here anyhow.

Player's palette (G/S) - 0xB53D (likely also Dude's)
Player's palette (C) - 0xB0CE (Boy), 0xB0D2 (Girl)
Player's backsprite (C) - 0x2BA1A (Boy), 0x88ED6 ? (Girl)

Not sure if it's just my assumption but there is something odd about the compression of the heroine in Crystal. If one wanted to insert a new battle sprite for her, it would be better to insert the sprite first with AgiXp into a G/S rom and then copy it to crystal rom. Then, add a special routine for loading the sprite in the same bank where Boy's sprite is loaded.

The most newbie-friendly way of changing the palette of the player properly would be by getting a hex editor and Sawakita's (RBG Palette Converter?). You don't have to know how palette actually works as a 2-byte value but only to pick up the wanted palette with Sawakita's tool, rotate the bytes around it gives you and insert the bytes in 0xB53D (notice that player's palette consists of 4-bytes (2 for skin color and 2 for clothes color).

Edit:
No idea why didn't I think of that when I tried to figure this out...

Last edited by Miksy91 (2012-09-30 19:13:56)

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#91 2012-09-30 19:23:09

RPD490
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From: Blackthorn City, Johto
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Re: AGIXP Tutorial

Yeah just to better clarify how the sprite turns out. Turns out like this when just placed in:

Backsprite.png

What I think is I would want to simply reverse the color palette that is on teh skin to be on the jacket and backpack and the jacket color show to be on the skin am I right?

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#92 2012-09-30 19:36:31

RPD490
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From: Blackthorn City, Johto
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Re: AGIXP Tutorial

And I fixed it XD All I did was just replaced the sprite in AGIXP and gave it two colors of blue in the 2nd Color box and one yellow in the 1st and it worked XD

Fixed.png

Last edited by RPD490 (2012-09-30 19:36:44)

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#93 2012-10-09 06:50:21

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

Hmm., btw where the pokemon sprite located?


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

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#94 2012-10-11 15:44:40

hacker
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From: Batam Grove City
Registered: 2011-07-30
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Re: AGIXP Tutorial

Btw, I've got problem when inserting sprite,:
1.ex: Celebi has 5x5 image size, then I change it to 7x7.
2.Replacing a new sprite to 251 and checklist the box "Delete the original picture".
3.After save it and I'am play until got Celebi.,
Then, the sprite is bug me, it's size change to 128x68 instead 56x56.
So, it's glitch..
What happen?
Did the box "Delete original picture" is the problem?


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

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#95 2012-10-11 18:25:08

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

Did you update his Pokemon data to let the game know you had a larger sprite, or did you just insert a larger one with Agixp and call it a day?

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#96 2012-10-12 13:41:11

hacker
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From: Batam Grove City
Registered: 2011-07-30
Post 289/548
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Re: AGIXP Tutorial

Yes, I'am update his data @Mateo..
with Pokemon Ultimate Editor and change Celebi size from 55 into 77
Then, I'am insert new sprite with size 56x56 too..
And It appear with glich and the size is change itself to 128x126 :(
What happen to it mate?


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

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#97 2012-10-12 15:22:59

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

That's kind of strange. The "Delete original picture" wouldn't affect the sprite size, so that's not it. Can you post a screenshot of how the sprite looks when you try to battle it?

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#98 2012-10-21 11:30:22

hacker
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From: Batam Grove City
Registered: 2011-07-30
Post 291/548
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Re: AGIXP Tutorial

@Mateo, I sorry to reply so long..
Because my laptop is repairing and now I'am using my cousin's computer.
Heres the screenshot btw :
pp2ec.jpg
I don't know why the size become larger.,
then, when I went to battle with it, it will error (sorry, when I say "glitch" on previous reply is wrong)
9ybej.jpg

Last edited by hacker (2012-10-21 11:36:04)


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

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#99 2012-10-31 13:36:21

hacker
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From: Batam Grove City
Registered: 2011-07-30
Post 323/548
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Re: AGIXP Tutorial

@Mateo, btw is that new pokemon name we type in AGIXP can made new sprite to be glitch?


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

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#100 2012-10-31 14:28:35

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: AGIXP Tutorial

It shouldn't have any effect on the sprite at all.

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