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To anyone who does not know, AgiXP is basically the RS Ball of the 2nd gen games. You can extract and import pokemon and trainer pictures, as well as any other compressed graphics if you know the offset. The only problem is many people cannot get it to run.
The most common error, and one of the most annoying to fix, is that of two missing files. MSCOMCT2.OCX and FM20.DLL. The first one can be found pretty easily with google. However, FM20.DLL is listed by Microsoft as non-redistributable separately. If you have office, you will pretty much have this file. Microsoft also says you can download something called ActiveX Control Pad which will install it as well. However, for those of you who do not wish to install the extra program, I have included both of the needed files in a separate zip file, and included how to properly register them depending on your version of Windows. Hopefully this will help many of you.
Download Agixp 4.11 and needed files here.
Note: I also included a couple of other files here too. They probably go with Megamap, not Agixp, but since they have a lot of dependencies in common, I included those to be safe.
Last edited by Mateo (2015-10-25 20:02:56)
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You mean UnLz cause RSball is blah.
It can only do certain Images and I'm not sure if it can even insert them.
Thanks for this I didn't like the non-English one as it was confusing.
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Well the reason I didn't call it UnLz was because it doesn't have the scan options and whatnot. But anyways, you got the point obviously :P Glad to help
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How Do You Get AGIXP To Work? It Keeps Saying
"System Error &H8007007E (-2147024770). The specified module could not be found." WTF? What Do I Do?
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That's somewhat odd, I don't remember ever getting that error. For starters-
1) Which version of windows are you running?
2) Did you install the files in the way the readme said for you version, since not all versions go to the same folder.
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1) XP
2) Yes, i followed the readme step by step. But do i keep the files ONLY in system 32 directory, or do i keep copies in the AGIXP folder? I did both, could that be the problem?
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Hmm, this looks fun. *Goes to put Plusle and Minun in Gold and Silver.* :D
Redux is 'on hold'. I have however found the files, but it's still (pretty much) dead at the moment.
I wonder if that's actually a good thing...
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I haven't tried putting copies in both, I just kept them in the system32 directory. Try removing the ones in the agixp directory.
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Still Doesn't Work... What Do I Do With zerolib.dll?
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just keep it in the same folder as agixp. it doesn't require to be registered the same as the other dlls
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Still Isn't Working, 1 Year And Counting.
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http://skeetendo.110mb.com/libraryfiles.zip
Maybe those will help.
The comdlg32 would just go in the same folder. If that doesn't work, installing the library files package might do the trick. I included visual basic runtimes as well, which are handy to have in general. I don't think they are needed, but the installer is there if you need to.
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run it on windows 95
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hmm. ok. Well, tbh I've never run it on windows 95. Don't have access to anything older than 98SE. It may just not support 95, i don't know.
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You know, I think there should be an AGIXP for R/B/Y, as well as a Tileset Editor and Repointer, like the one Melash made.....
[img]http://p.gpxpl.us/qPTY.png[/img]
CLICK MY ROBOT POKEMON ARMY OR ELSE
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I finally got it working, but are there any tutorials for it? Like, example:
I'm inserting a sprite of Shaymin, but it's 34x32, when I insert it, it's 32x32, how do I make this larger?
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You cannot change the size of the image the pokemon uses with AgiXP. You have to change that manually by going to their actual pokemon data (the location escapes me, I'll look it up when I get the chance). Basically, here are the sizes Pokemon pictures can be:
40x40 - used by smaller pokemon, such as Totodile, Pidgey, etc.
48x48 - used by medium pokemon, such as Croconaw
56x56 - used by larger pokemon, such as Feraligatr, Mewtwo, etc.
If you were to insert a 56x56 image for a pokemon who originally had a 48x48 or 40x40 image, the picture will look scrambled in the game, because the pokemon's data is telling it to load a different number of tiles. Changing the byte in the pokemon's data will fix that however.
The best way to avoid problems, if you can, is to export the picture of the pokemon you are replacing, and then make your new image the same size if you can. This cut's down on having to edit the size manually.
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Thanks, Mateo ☺
I remember having problems with the space of the image (way back then when I didn't have an idea what hacking is ;)
However, wouldn't it be possible to make the rom load for example 32x32 bytes of data instead ?
In pokemon crystal rom, the data between attacks & pokemon names are separated with digit 50. So, if there is a digit (like 50) behind picture data, moving it somewhere else could make the picture data bigger or smaller. I haven't really tested if this even works with attacks & pokemon names but I believe it does.
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Well Agixp repoints the pictures, so it doesn't have to be the same size. But x50 is a filler byte for text, it has nothing to do with image data. As for using 32x32, I don't know, I don't believe any of the standard pokemon do it so I don't know if the game supports that size or not.
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I'm not very versed in GSC, but in RBY a byte is assigned to define the size of the sprite of a pokemon. In this byte the high nybble indicates the height and low nybble indicates the width. The unit is the tile. So $55 = 40x40, $66 = 48x48, $77 = 56x56.
Bulbapedia (http://bulbapedia.bulbagarden.net/wiki/P....ite_dimension s) says that gsc works the same way, so i think it should be possible editing that byte to allow other sizes
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I'm not very versed in GSC, but in RBY a byte is assigned to define the size of the sprite of a pokemon. In this byte the high nybble indicates the height and low nybble indicates the width. The unit is the tile. So $55 = 40x40, $66 = 48x48, $77 = 56x56.
It does work the same way and is at the same location: inside the Pokémon data. Also, notice how a tile is 8x8 pixels and 5 × 8 = 40 ;)
cYa,
Tauwasser
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hi, i've recently installed AGIXP from the links you provided and successfully registered the .dll files, yet i am having the same problem tkemert20 faced earlier. it's displaying that same system error message (and yes, i did install the library files you provided but it still doesn't work) maybe it's because those are meant for windows xp...
i'm using windows 7 by the way, if that helps anything. do you know how to get it to work on a system like that? thanks!
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I honestly don't know about Windows 7. That might be it, it might not be. I've only used it on 98, XP, and Vista. The only times I've used 7 were just playing around with the display models in stores or on a friends, never rom hacking (I wasn't impressed by 7. Heck, I wasn't a fan of Vista either, hence my laptop running XP when it came with Vista. Anyways)
If you are still having problems, you may need to go to the microsoft website and download the ActiveX control pad to properly install the DLL. The download isn't that large if I recall, and it might solve your problem.
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Thanks so much! That solved my problem completely :3
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Good deal. Glad to see it working for you
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