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Custom CG
Started by Fire Blazer, Mar 23 2009 04:39 AM
29 replies to this topic
#21
Posted 31 May 2009 - 10:42 PM
QUOTE (Blazer @ May 31, 2009 02:30 pm) | ||
Yeah I forgot exactly what, something like that or Cutscene Graphic, forgot which.
You mean 'now', not 'not', right? xD If so then yes I do believe I told him and explained how it works somewhere. As for finding the images try in the 5XXXXX area, that is offsets starting with 5. Once you find one image the rest are all around there although many of them won't look normal or anything. That is they won't look like they actually do in game if you load a palette and the such... There's more to inserting a CG than just inserting the image unfortunately and well nobody has bothered to ask me how it works so I haven't told anybody but I did mention it in the CG Editor Module I made which is included with the latest Nightmare Modules (which can be found on FES's Hacking Section). |
Yes, I did mean "now"... lol
I'll take a look at your module... *downloads*
QUOTE |
Each entry for a CG is made of 16 bytes. The first byte is either 01 or 00. This is a flag of sorts. If it is 01 it does not use graphics directly but the graphics pointer points to what I think is more graphics... I haven't confirmed this. If it is 00, the graphics pointer points directly to the graphics. This is unconfirmed but I am very sure of this. After that is the TSA pointer. If you have knowledge of TSA you can make custom TSA and use multiple palettes in order to make your CG more than 16 colors. You can also leave it blank and manipulate your image around the existing TSA. However, if you plan on inserting a CG with 16 colors and leave the TSA pointer blank, your image will **** up when it shows. In order to fix this, point it to TSA that is meant for a 16 color palette. This pointer is 0x850BE54 or in a hex editor, 54 BE 50 08. This will optimize the TSA for a normal 16 color palette image. Enjoy making your own CG's (and give me credit or thanks if this helps, please!) |
Wow... so if you put enough work into it... you can make it more than 16 colors? Kind of like how some of the Beta CGs did?

Nvm... it MIGHT be 16 colors ._.
Btw, what in the heck is TSA?

#22
Posted 31 May 2009 - 11:09 PM
^That isn't even near 16 colors. The module is only meant to help you, not do it all for you, just letting you know. TSA controls... how the image is read by the ROM, it's the format. Intelligent Systems also manipulate TSA to make some graphics use more than 16 colors, it's very complicated, to make things simple, YOU CANNOT INSERT AN IMAGE WITH MORE THAN 16 COLORS (INCLUDING THE BACKGROUND COLOR)!
OK I think I answered all your questions.
^^Don't ask me that here make a separate topic and just post it. To be honest I don't really care for it, I rarely touch FE8.
OK I think I answered all your questions.
^^Don't ask me that here make a separate topic and just post it. To be honest I don't really care for it, I rarely touch FE8.
Signature thanks to Shu.
#23
Posted 01 June 2009 - 01:21 PM
QUOTE (cox21 @ May 31, 2009 04:33 pm) |
Hey, by the way, Blazer, I made an FE8 arena enemy editor (my second module) for editing classes. You want it? |
Lol Off topic Noob. Stop Spaming and Put the Posts in like SPAMLAND.
Anyways Nice Backgrounds, I bet one day you could make your own Game if you wanted...
Edit:(No mini modding please) - Seraph

#24
Posted 01 June 2009 - 02:08 PM
QUOTE (Blazer @ May 31, 2009 06:09 pm) |
^That isn't even near 16 colors. The module is only meant to help you, not do it all for you, just letting you know. TSA controls... how the image is read by the ROM, it's the format. Intelligent Systems also manipulate TSA to make some graphics use more than 16 colors, it's very complicated, to make things simple, YOU CANNOT INSERT AN IMAGE WITH MORE THAN 16 COLORS (INCLUDING THE BACKGROUND COLOR)! |
Yeah, 16 colours is max. I would make it one tone, like sepia or something. Hrmmm... I think it could be possible to have one with 256 colours but that'd be tricky. I could consult my good friend Atrius on the matter. That would be unbelievebly helpful.
Like this for example:

That's only 16 colours, but I made it one tone so I don't need to worry about it not working.
I use Ulnz.gba for all this stuff. Heck, if I can figure out how to make a song play in the intro of these, that'd be just awesome. I dunno though... I'm going to go through Jupiter's coding tonight. If you could tell me the pointer to FE's data for that, I could possibly find the original programming, but it would be rather difficult.
Speaking of which, I could possibly locate the header of the pointer of that image, allowing you peeps to repoint it to allow for more elaborate pictures :3
The reason why? Basically, I changed this:

to this:

just with a little magical repointing :3

#25
Posted 02 June 2009 - 03:31 AM
Maybe you're underestimating how much we (or at least I) know about FE hacking.
Anyway, I have done that (grey scale, then add color, then 16 colorize). I used Ephraim's and Eliwood's official art and gave it a blue feeling, added some text and I made the final CG for the game. I showed it somewhere here, if you want me to show you I can post it.
Repointing is easy, I repoint a majority of my images, unless I'm blanking a graphic out by replacing it with well, a blank graphic (an image with 1 color, that 1 color being the transparent color). In that case there's no reason to repoint since the new "blank" image is guaranteed to be less size than the original.
Unlz-GBA is very, very outdated. I have a friend here in the Fire Emblem hacking community--his name is Nintenlord. He created a program called GBA Graphics Editor which edits both uncompressed graphic data and LZ77 compressed graphic data. It has tons of features and I'm sure you'll find it very useful. It can insert images with their palettes, repoint everything, and it's coming out with TSA support soon as well. You MUST try it out, if you don't you'll regret it big time.
If you don't like the user interface of it, you could use NLZ-GBA Advance, which is still significantly better, but GBA Graphics Editor is the newest one while NLZ-GBA is outdated compared to GBA GE.
Anyway, I have done that (grey scale, then add color, then 16 colorize). I used Ephraim's and Eliwood's official art and gave it a blue feeling, added some text and I made the final CG for the game. I showed it somewhere here, if you want me to show you I can post it.
Repointing is easy, I repoint a majority of my images, unless I'm blanking a graphic out by replacing it with well, a blank graphic (an image with 1 color, that 1 color being the transparent color). In that case there's no reason to repoint since the new "blank" image is guaranteed to be less size than the original.
Unlz-GBA is very, very outdated. I have a friend here in the Fire Emblem hacking community--his name is Nintenlord. He created a program called GBA Graphics Editor which edits both uncompressed graphic data and LZ77 compressed graphic data. It has tons of features and I'm sure you'll find it very useful. It can insert images with their palettes, repoint everything, and it's coming out with TSA support soon as well. You MUST try it out, if you don't you'll regret it big time.

If you don't like the user interface of it, you could use NLZ-GBA Advance, which is still significantly better, but GBA Graphics Editor is the newest one while NLZ-GBA is outdated compared to GBA GE.
QUOTE |
Heck, if I can figure out how to make a song play in the intro of these, that'd be just awesome. I dunno though... I'm going to go through Jupiter's coding tonight. If you could tell me the pointer to FE's data for that, I could possibly find the original programming, but it would be rather difficult. |
I'm not sure what you're talking about here, with the "these" and "that", but I would love to know, so if you could please detail me...
QUOTE |
Hrmmm... I think it could be possible to have one with 256 colours but that'd be tricky. I could consult my good friend Atrius on the matter. That would be unbelievebly helpful. |
Some of the palette indices are reserved for other features. There's only about... 6x16 possible colors. Which is 96. Which still beats the SHIT out of 16, but making use of that is going to be very hard, especially because the original game manipulates TSA (Tile Sortment Arrangement-- it stands for something LIKE that, nobody knows what it actually stands for) and uses that to have images with more than 16 colors in the original game.
Pretty much the original game does it in a pain-in-the-ass almost impossible to replicate way, finding a new way seems very challenging and highly unlikely, and the only way to get around it is to not do it, AKA insert 16 color images instead of 32, 64, 96, 128, 256, etc. color images.
Signature thanks to Shu.
#26
Posted 02 June 2009 - 10:54 AM
Ahahaha, I wasn't underestimating anything, it's just that I guess I'm really outdated. I use all these old crappy programs, I don't know what's up to date and not XD
EVERYTHING. IN A HEX EDITOR. Imagine working with that. Although there's some pretty awesome things you can learn from tinkering with bytes here and there. I would recommmend anyone giving it a go, but ALWAYS BACKUP, hahahahaha. It's great, you should learn how to repoint anything, just in case you have to repoint something as crucial as programming (or in my case, animation data, XD)
I can figure out the old programs though. Or is this program you're talking about FE exclusive? Because that may explain my alternative methods. The one by Nintendlord sounds awesome, I assume you're refering to this. This will make editing Pokemon Sprites a hella lot easier XP
I'll tell you one thing - nobody knows how to repoint anything for crap in Pokemon hacking, so I thought I'd spread the knowledge, but it seems you've already got programs to to that for you.
About the music thing, I want to see if I could create my own intro, with my own music and stuff. Probably requires a bunch of ASM (which I'm terrible at), so I dunno if I'll get there any time soon.
True about the palletes, but it's possible to do anything if you know enough programming :3
Anyhow, GS is a prime example of great pallate usage - remember there is room for 512 colours, and they use the entire backgroud pallate for the battle backgrounds. It could therefore be possible, with a little programming, to make a cut scene with 256 colours. But it would be very difficult.
Remember, programming's all about problem solving, so the first thing to do is to figure out how to make it all work. =P
You could probably see if you could load a couple of tilesets with multiple pallates, that might work. But you'd need to be really smart with how you set them up. (at times like these, I wish that tiles were 1 pixel by 1 pixel XP)
EVERYTHING. IN A HEX EDITOR. Imagine working with that. Although there's some pretty awesome things you can learn from tinkering with bytes here and there. I would recommmend anyone giving it a go, but ALWAYS BACKUP, hahahahaha. It's great, you should learn how to repoint anything, just in case you have to repoint something as crucial as programming (or in my case, animation data, XD)
I can figure out the old programs though. Or is this program you're talking about FE exclusive? Because that may explain my alternative methods. The one by Nintendlord sounds awesome, I assume you're refering to this. This will make editing Pokemon Sprites a hella lot easier XP
I'll tell you one thing - nobody knows how to repoint anything for crap in Pokemon hacking, so I thought I'd spread the knowledge, but it seems you've already got programs to to that for you.
About the music thing, I want to see if I could create my own intro, with my own music and stuff. Probably requires a bunch of ASM (which I'm terrible at), so I dunno if I'll get there any time soon.
True about the palletes, but it's possible to do anything if you know enough programming :3
Anyhow, GS is a prime example of great pallate usage - remember there is room for 512 colours, and they use the entire backgroud pallate for the battle backgrounds. It could therefore be possible, with a little programming, to make a cut scene with 256 colours. But it would be very difficult.
Remember, programming's all about problem solving, so the first thing to do is to figure out how to make it all work. =P
You could probably see if you could load a couple of tilesets with multiple pallates, that might work. But you'd need to be really smart with how you set them up. (at times like these, I wish that tiles were 1 pixel by 1 pixel XP)

#27
Posted 02 June 2009 - 11:22 PM
lol, 1x1 tile. That's funny.
QUOTE |
EVERYTHING. IN A HEX EDITOR. Imagine working with that. Although there's some pretty awesome things you can learn from tinkering with bytes here and there. I would recommmend anyone giving it a go, but ALWAYS BACKUP, hahahahaha. It's great, you should learn how to repoint anything, just in case you have to repoint something as crucial as programming (or in my case, animation data, XD) I can figure out the old programs though. Or is this program you're talking about FE exclusive? Because that may explain my alternative methods. The one by Nintendlord sounds awesome, I assume you're refering to this. This will make editing Pokemon Sprites a hella lot easier XP |
The program isn't FE exclusive. It's a GBA Graphics Editor. If graphics in the game are uncompressed or compressed using LZ77 it can edit it along with many other features. it most likely will make editing pokemon sprites easier although if it's a GBA game Elite Map can do that for you (the battle sprites, IIRC, are LZ77 compressed in most if not all GBA Pokemon games).
Also, I'm quite familiar with working in a hex editor, although a majority of other people here perhaps aren't. I still use a hex editor a lot, I use it more than any other single program, but it's used a lot less than I used to use it because FE hacking has developed since I started (cough, 3+ years ago...).
Lots of people have a hard time repointing stuff. "Veterans" (for lack of a better term) are usually familiar with it, but you're right, most things that people would think to repoint can be repointed by programs... The main things that are repointed are graphics, and then maps (which are like graphics, but not exactly). There are plenty of people who can repoint anything, I've repointed tons of pointer tables, graphical data, map data, TSA, music, events, most everything that could possibly need to be repointed (no point in repointing something if there's no need to, of course).
I'm not trying to brag if that's how it's coming out, I just wanted to make it clear that I'm absolutely familiar with using a hex editor to heavy extents, tinkering with bytes, repointing stuff, back-ups, etc... And I still do it whenever I hack (which I haven't done in a month, surprisingly enough).
LOL, it's funny, you both underestimated the programs and stuff and make it seem like we do everything in this hard manner but now you are overestimating and making everything sound really easy (although most of it IS)... It is easy but that doesn't mean we didn't do lots of work to get to the point where it is easy xD
Signature thanks to Shu.
#28
Posted 02 June 2009 - 11:55 PM
1x1 TILE IS FUNNEH NO? XD
Shit, man (hope you don't mind, seen other users do it.)
You own about 99.999999% of Pokecommunity's hacking community, did you know that? I'm very impressed. Sincerely.
I don't use Elitemap, it's fail compared to Advancemap. Although a few of the programs in the collection are very useful (such as RS ball, the retard's/lazy way of repointing sprites; I'm the lazy part XD)
Most of the stuff IS really easy, it's just that my methods are dated by about... 7 years XD
Shit, man (hope you don't mind, seen other users do it.)
You own about 99.999999% of Pokecommunity's hacking community, did you know that? I'm very impressed. Sincerely.
I don't use Elitemap, it's fail compared to Advancemap. Although a few of the programs in the collection are very useful (such as RS ball, the retard's/lazy way of repointing sprites; I'm the lazy part XD)
Most of the stuff IS really easy, it's just that my methods are dated by about... 7 years XD

#29
Posted 03 June 2009 - 12:36 AM
Hahahah. Well it's not your fault.
I do some stuff that is considered slightly outdated... like doing things by hex when it's possible to do them with editors... but that is just because I learned how to do it in hex and occasionally I can do things in hex faster than with a program, although I try my best to learn new stuff, and thankfully I am doing pretty good at keeping up with all these Fire Emblem hacking programs...
I do some stuff that is considered slightly outdated... like doing things by hex when it's possible to do them with editors... but that is just because I learned how to do it in hex and occasionally I can do things in hex faster than with a program, although I try my best to learn new stuff, and thankfully I am doing pretty good at keeping up with all these Fire Emblem hacking programs...
Signature thanks to Shu.
#30
Posted 03 June 2009 - 02:18 AM
QUOTE (Blazer @ June 02, 2009 07:36 pm) |
I do some stuff that is considered slightly outdated... like doing things by hex when it's possible to do them with editors... but that is just because I learned how to do it in hex and occasionally I can do things in hex faster than with a program, although I try my best to learn new stuff, and thankfully I am doing pretty good at keeping up with all these Fire Emblem hacking programs... |
Lol, I actually use a tile viewer, which is the same as a hex viewer except the numbers are colours. Everyone thinks I'm crazy, but really, it's much easier to read pointers in reverse order (which I've never seen in a hex editor) than in crazy lol let's put the bytes in the left to right number order but let's read the pointer right to left order. XD
I just remove stuff and see what happens. I always back up, though, so I never lose my data : D
Trial and error, the best way to learn!

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