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Hmm., let me see...
You must try this:
1. Open TLP(Tile Layer Pro) and goto offset (CTRL G) 98BF0.
2. Then klik "Edit" then "Import Image",
load the image (GoldTitle.bmp) and klik twice at blank space after you import the image, save it and close.
3. Open your hex editor (I use Goldfinger), and goto 62C0.
4. Then change 21 00 40 to 21 F0 4B.
5. And save it :)
hope it work !
@Mateo, how to turn off the title screen just like Pokemon SaR,?
I'm not sure what you mean by "turn off" the Title Screen. SaR has a title screen like any other game. I just made the title screen primarily white, with a Charmander sprite on it. That sprite isn't loaded from his Pokemon data or anything though, its just part of the background image like the clouds or anything would be.
As for making the titlescreen stop scrolling, that's mentioned in the useful offsets thread.
in that topic you post
How size of the title we made?
I'am failed when the title come show up :(
so, I can't arrangement the tile
The graphic doesn't have to be a particular size, so long as it isn't more than 256 tiles (if I remember correctly). This means you CANNOT just insert an image that would take up the entire screen, as that would be too many tiles. You would have to have some parts that are repeated for a background. So if you wanted, let's say, Charizard on the left and a gradient background, you would need Charizard's sprite, and enough tiles to make one column of the gradient, and then repeat them to fill up the rest of the screen. You'd also need to keep in mind to fit the Pokémon logo and a version name too. Depening on the detail you want in the title screen, it can take some juggling to get everything to fit in a graphic, but it can be done.
@Mateo, how about the Lugia/Ho..oh intro?
I want to turn it off scrolling and then my title must be there..
I was thinking that doing it the other way disabled the bird when you NOP'd out a lot of the original code to put in your own. Its been so long since I did it though, I would have to check back into it.
@Mateo, you say: "Draw titlescreen with 4 colours".
But, Pokemon SaR titlescreen is more than 4 colours
-Pokemon Logo: blue darker, blusea, and yellow.
-Charmander: brown, orange, black, and white.
So, the total is 7 colours.
Different pallets are used for different parts of the screen, but each tile can only use 4 colours, and the image you insert can only use 4 colours when you insert it. It's the same as how a tileset uses more than 4 colours all together, but the image you insert in the rom is only 4 colours.
I know @y0r 124.
But, can you tell me how size of your title has?
How many colours you choose in your titlescreen?
Cool! This tutorial helped me a lot in my hacking studies! Thanks Mateo!
I know Im posting in an old thread but it's stickied so it's not too bad :s
I just want to say that the link to the picture on the first post is dead. I would really like to try this but I don't know how significant the picture is to doing this correctly.
I'll find where I left that picture and re-upload it so I can fix the link. Thanks for pointing this out.
Last edited by Mateo (2014-08-28 22:02:04)
That looks like it would work, since it doesn't seem to use too many individual tiles. I'll see if I can come up with a better way for making custom titlescreens and post about how to do it. You couldn't just insert that image as it is, because the image you insert isn't the whole size of the screen, it's just an image with the different parts you need to make the design, and then it uses a "tilemap" to tell it how to draw those on the screen. That sounds complicated but yeah.
Like I say, I'll see what I can come up with.
Last edited by Mateo (2015-11-24 17:07:41)
Because I'm trying to think of how to explain it so you will understand, because it will be complicated. So I'm trying to think of a way to explain it as simple as possible so you won't get lost.