Author Id: 28105 Author Name: PimPam Post Content: he visto un tutorial de youtube de 2and2make5 en el que cambia los minisprites de pokemon y me interesa mucho cambiarlos, pero esta en ingles y mi ingles es nulo. por eso pido si alguien puede traducir este txt decentemente (porque pasarlo al traductor de google es hacer nada) en el que te dice como hacerlo [SPOILER="Texto"]Watch the beginning of the video to see how to set up your Pokemon overworld sprites to be inserted into the game. The first part is simply making a small picture file to get the Pokemon's palette, or colors, to be put into the game. Each Pokemon is only allotted 16 colors, the first of which is always the transparency color. The second part is placing the sprites in convenient positioning to be easily pasted over the existing Pokemon sprites. You don't have to use those methods, but from my experience, I've found it's the easiest/fastest/most effecient way to do it. If you have a better method, let me know! :) __________________________ Programs: PPRE Tile Molester PokeTEX 01. Open rom in PPRE and select Set Rom to extract all the rom's files. 02. Navigate to tmp_ROMNAME/root/a/0/8 and copy the file 1 to the desired editing folder 03. rename it to include .nds 04. Open PokeTEX, making sure list.txt is in the same directory 05. Scroll through the list, as seen at 21:44, and navigate to the Pokemon to be replaced. *NOTE- if it's a large Pokemon such as Steelix or Wailord, change the values at the top left to H:128 x W:64 and click R.Dim. 06. Click "Save poke" at the bottom right, and save in the desired editing folder. This saves the Pokemon's overworld data file so it may be edited. 07. Close PokeTEX 08. Open Tile Molester 09. Follow instructions as seen at 10:12 _________________________ For 32x32 sprites, small Pokemon: -Open your .poke file -Palette>Import From>This File *Offset: 4460 *Size: 32 -View>Codec>4bpp linear, reverse-order -View>Mode>2-Dimensional -Image>Canvas Size *Columns:4 *Rows:52 _________________________ For 64x64 sprites, large Pokemon: -Open your .poke file -Palette>Import From>This File *Offset: 16748 *Size: 32 -View>Codec>4bpp linear, reverse-order -View>Mode>2-Dimensional -Image>Canvas Size *Columns:8 *Rows:104 _________________________ 10. First palette (in video, pink Dragonite) is regular, 2nd (rainbow Dragonite) is shiny. Change palette through desired method. I show how I do it in the video at 11:00 onward. * Be careful with the following steps, as one wrong move can corrupt the file. *Make a backup of the file with the new palette, so you don't have to go through the tedious process again if the file gets corrupted 11. As seen at 14:48, shift cells RIGHT 8 pixels for small Pokemon. For large Pokemon, shift cells LEFT 24 pixels. 12. Edit>Selet All 13. Edit>Copy To... and save the .png to desired editing folder. 14. Minimize Tile Molester 15. Open both the saved image from Tile Molester and the sprites you want to use. *NOTE- DO NOT tamper with the mess of pixels at the top. I believe they are part of the file itself, and must not be changed. Although I move a section of them in the video, it is only temporarily, and they are returned to their original place once the sprite is replaced. Please make sure to keep the integrity of the pixels, as it WILL corrupt the file if they are messed with (or has been the case in my experience). 16. In the extracted image, change the resolution to 33x417 (Ctrl+E) for small Pokemon, 65x833 for large Pokemon. 17. Select 8x417 of the pixels, as seen in the video, and carefully move the whole thing down one pixel (you can just click the down arrow). This is shown at 15:40. For large Pokemon, select 40x833 of the pixels and do the same. 18. Copy and paste the positioned new sprites over the old, as seen in the video at 15:50. The way that I set up my sprites allows it to be a smooth process, making sure to not tamper with the mess of pixels at the top. I have the red and blue lines at the right side simply to make it easier to see where one sprite ends and another begins, but you don't need to do that if you don't want to, although I suggest you do. It makes things a bit easier if anything. 19. As seen at 16:16, select the 8x417 again (40x833 for large) and move it all up by one pixel. 20. Change the resolution back to 32x416 (64x832 large), save, and close both Paint files. 21. Back in Tile Molester, Edit>Paste From, and select the file you just edited. 22. As seen at 16:48, the Pokemon will now be put into the file. Click anywhere in the grey to actually paste it to the file. The colors will change very slightly, usually will turn darker a little. The colors shouldn't change drastically, and if they do, then that means the image you imported does not match the palette close enough. This usually won't happen, but if it does, just check that you put the palette in correctly and redo this part of the process. 23. For small sprites, shift the cells in the opposite direction, LEFT, by 8 pixels. For large sprites, shift the cells in the opposite direction, RIGHT, by 24 pixels. 24. Save the file and make another backup, just to be safe. 25. Next will be the shiny colors. Follow the process in the video starting at 17:12. It's basically the same as before, and I don't know what I could type to supplement the instruction of the process, so hopefully the video will suffice. 26. Sometimes, even if you do this process 100% correctly, the palette will be slightly distorted once you open the file again. At 21:08, I close the file and re-open it to check the palette, which fortunately was not messed up this time. If it does get messed up, it shouldn't be a problem to fix the offending colors, then save and close, and all should be well. 27. Open PokeTEX, your 1.nds fle, and navigate to the Pokemon you want to replace *NOTE- your .poke file can replace any Pokemon, not just the one it was originally. That's why I picked a random .poke (Dragonite) and saved copies of it to streamline the process of replacing the sprites. Small may replace small, and large may replace large, but they can't mix with each other (no replacing Skitty with Wailord for example). 28. Click Open poke at the bottom left, navigate to the .poke file and select it. 29. Click Unk.1 at the bottom left to write the sprite to the file. Check to make sure it's relatively normal looking, as at 22:06. Sometimes a few colors will be incorrect in the program for some reason, such as Black being a blood Red, but small things like this appear normal in the game. If the sprite is very messed up, such as its colors being completely wrong, then you can either try fixing it, or restarting the process. Feel free to message me if you want me to try to fix it for you, and I'll see what I can do :) 30. Close PokeTEX and open PPRE again, and select the rom you originally had extracted. 31. As at 22:44, copy your edited 1.nds file over to 0/8/, replacing the 1 file there, making sure the .nds extention is removed and the file is just 1, as it was originally. This is the file that contains your new sprite. 32. In PPRE, select Set Rom (if it does not extract files, don't worry, that's supposed to happen. It's set to use the files you already extracted) 33. Type in a new ROM name, and MAKE SURE you type .nds after it. Then select Write Rom. The program will now create a new .nds ROM file with your new sprite file in the game. 34. Now you should be done! As at 23:$$, open your game and check to make sure the sprite looks normal. If something's wrong with it, just go back to the relevant steps and edit/fix as desired. For example, I put the side sprites in kind of weirdly, so I need to re-import the sprite sheet with Gigalith positioned correctly, but that's a very minor problem. Comment if you have any questions/comments! I hope this has helped! :)[/SPOILER]