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#1 2015-05-31 22:02:51

chomps22
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Registered: 2015-05-31
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How to choose offsetts to prevent agixp glitch issue

I've been using agixp to edit Pokemon Silver, and after replacing 67 pokemon (both front and back sprites) when i try to add the 68th, the sprite comes out glitched and disfigured. I know this can be prevented by manually selecting an offset instead of letting the application do it for me, but how do I know which offsets to select? Someone please help me, I only have 30 more Pokemon to insert!!

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#2 2015-06-01 07:15:34

Rocket Grunt
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Registered: 2014-12-27
Post 66/75

Re: How to choose offsetts to prevent agixp glitch issue

When you use the AGIXP, there will be a screen (almost at the end of the whole routine) like this:

346w55s.jpg

Just type the offset on your own, for hexadecimal offsets, type &h before the offset.

But I have heard that the graphics got glitched because of AGIXP's auto-point function so I don't know if that's the right way you solve the question.


Today I won't steal Pokemon

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#3 2015-06-02 02:10:11

chomps22
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Registered: 2015-05-31
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Re: How to choose offsetts to prevent agixp glitch issue

Rocket Grunt wrote:

When you use the AGIXP, there will be a screen (almost at the end of the whole routine) like this:

http://i59.tinypic.com/346w55s.jpg

Just type the offset on your own, for hexadecimal offsets, type &h before the offset.

But I have heard that the graphics got glitched because of AGIXP's auto-point function so I don't know if that's the right way you solve the question.

Yes, I understand. But once I get to this point how do I know what number to put in that offsett box? Just a random number or is there some method to figuring out what to put?

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#4 2015-06-02 07:16:19

Rocket Grunt
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Registered: 2014-12-27
Post 67/75

Re: How to choose offsetts to prevent agixp glitch issue

After you have gone to that screen, jot down the offset and then convert it to hexadecimal. Then use Goldfinger or other hex editing programs, visit that offset and go down (or above) the bank to find free spaces.

I will use the picture I posted for an example, since AGIXP gives us 311385 (Hexadecimal goes to 4C059). So go there and you will realize there are some free spaces around. Since I noticed there are some more spaces in front, I would take 4BE81 (Decimal goes to 310913) and then type back to AGIXP.

Remember the bank goes from 44000 to 47FFF, though I am not sure if the graphics will work when they are placed in other rom banks.


Today I won't steal Pokemon

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#5 2015-06-02 18:11:38

Miksy91
Member
Registered: 2010-10-16
Post 2,170/2,306

Re: How to choose offsetts to prevent agixp glitch issue

Rocket Grunt wrote:

Remember the bank goes from 44000 to 47FFF, though I am not sure if the graphics will work when they are placed in other rom banks.

You can put these anywhere in the rom you like.

But yeah, do as Rocket Grunt told you to do. Find lots free space (marked with 00 00 00...), get the address of the free space (hex editor shows it directly) and enter "&H" + that address there. After you have done this you can go to the same address again with a hex editor and you see lots of different bytes there; that is the sprite AgiXp inserted there.

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#6 2015-06-02 20:13:19

chomps22
New member
Registered: 2015-05-31
Post 3/3

Re: How to choose offsetts to prevent agixp glitch issue

Rocket Grunt wrote:

After you have gone to that screen, jot down the offset and then convert it to hexadecimal. Then use Goldfinger or other hex editing programs, visit that offset and go down (or above) the bank to find free spaces.

I will use the picture I posted for an example, since AGIXP gives us 311385 (Hexadecimal goes to 4C059). So go there and you will realize there are some free spaces around. Since I noticed there are some more spaces in front, I would take 4BE81 (Decimal goes to 310913) and then type back to AGIXP.

Remember the bank goes from 44000 to 47FFF, though I am not sure if the graphics will work when they are placed in other rom banks.

Wow! It worked! Thanks a lot, I really appreciate it

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