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Post by tkemert20 on Jul 31, 2010 23:07:43 GMT -5
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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Post by Mateo on Aug 1, 2010 2:10:28 GMT -5
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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Post by Miksy91 on Aug 2, 2010 0:19:33 GMT -5
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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Post by Mateo on Aug 2, 2010 0:28:13 GMT -5
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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Sawakita
Youngster
aka Noodles
Posts: 41
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Post by Sawakita on Aug 3, 2010 3:13:27 GMT -5
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Post by Tauwasser on Aug 3, 2010 5:53:08 GMT -5
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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Post by voodoo on Aug 6, 2010 18:57:31 GMT -5
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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Post by Mateo on Aug 7, 2010 3:49:52 GMT -5
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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Post by voodoo on Aug 8, 2010 15:46:21 GMT -5
Thanks so much! That solved my problem completely :3
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Post by Mateo on Aug 8, 2010 17:26:25 GMT -5
Good deal. Glad to see it working for you
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Post by cobra5999 on Nov 6, 2010 11:52:12 GMT -5
i can't find "pokemon/trainer inserting" in agiXP while i import my picture! instead, when i upload a picture, i see the pallettes first and i see only "pokemon/trainer extracting" when i open a .gbc which version the pic inserting will appear? i need it to make titlescreen as this threat: skeetendo.proboards.com/index.cgi?board=gen2&action=print&thread=42
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Post by jslinkard7 on Mar 25, 2024 15:45:29 GMT -5
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 Here. Download the other files Here. the links are broken. can you fix them please?
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