Skeetendo

’Cause all games were better on the GBC

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#1 2011-06-09 19:02:17

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 697/3,229

AGIXP Tutorial

This is the new, Jasmine-free AGIXP Tutorial. Let's begin by loading AGIXP like so.

agixpopen.png

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To get started, click on "Browse" and find your rom.

agixploadedrom.png

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Now, since we are extracting a Pokemon, let's keep that checked and leave the rest alone, as they are unimportant for this step.

agixpextracting.png

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In this tutorial, we will be replacing Pikachu, so type his number, "25", in the box. Also tick the box for "Frontpic" and leave "Shiny" unchecked. The other boxes are unused in Pokemon extracting, but would be used if we were extracting a Trainer.

agixppokemonnummer.png

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In this step, we keep "Build new compression" checked, and leave the others alone, and press Next.

agixpcompressed.png

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Now AGIXP gives us a preview to make sure everything went alright. Since Pikachu's sprite is right, we hit Next.

agixppikapreview.png

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Now we have to tell AGIXP where to save our file so we can edit it. I told it to save the image to the desktop as "pika.bmp". Once that is done, click Next.

agixpsaveto.png

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At this point, we are done extracting. AGIXP shows us this screen to say that it worked, and gives us the option to quit or to continue working with AGIXP. We'll hit next.

agixpdone.png

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After editing Pikachu's sprite in paint, we will select the file we saved earlier and hit Next to continue.

agixppikaload.png

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Now AGIXP wants us to tell it which colours to assign to Colour 1 and Colour 2. You can also tell if you have messed up and used more than the 4 allowed colours, because the only ones that need to be in the dropdown lists are your 2 colours. If you have extras, you can go back and fix it, or you can tell AGIXP to assign the extra colours to one of the used colours with the third box.

agixppikacolours.png

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On this screen, we keep "Build new compression" selected, and we make sure "Vertikal" is selected, because Pokemon sprites load the tiles vertically.

agixppikacompressed.png

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Now it gives us another preview to make sure everything has been done right. As you can see, I used a recolored Pokemon Yellow sprite.

agixppikapreview2.png

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Now we tell AGIXP where to save the image we have loaded. We'll select the Rom we used earlier and press Next.

agixppikasave.png

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Now we tick the box for Pokemon/Trainer inserting, and leave "Change Name" unticked, because we aren't changing his name. AGIXP Automagically finds blank space for you to insert to, but you can choose that manually if you want.

agixppikainsert.png

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Now we type Pikachu's number again, making sure that "Unown" and "Trainer" are both left unticked, and making sure that "Frontpic" and "Normal" are selected. To save space, we also tell AGIXP to delete the original pic.

agixppikainsertwhere.png

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Once you're done with that, AGIXP shows you another message that it inserted properly, and you are done.

agixppikadone.png

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That's all there is to it, really. Trainers can be done the same way, except they don't have shiny forms, and you can't change their names through AGIXP.

You can also manually extract or insert graphics from anywhere if you know the offset. You would just not select Pokemon/Trainer inserting, and type the offset in the space provided. Remember to include "&h" in front of your offset so that AGIXP knows it is a Hex value not a Decimal value.

If you edit the player's back sprite or Dude's backsprite, you will need to select "Vertikal" like you did with the Pokemon and Trainers. If you are doing a tileset, or a titlescreen, or something similarly generic, you will select Horizontal.

If you have any more questions, feel free to ask them in the thread. The location of other graphics such as Backpics for the player and Dude can be found in the Useful Offsets thread, and others can be found in the appropriate tutorials. Tileset locations can be found with Melash's tileset editor.

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#2 2011-06-09 19:30:09

Miksy91
Member
Registered: 2010-10-16
Post 383/2,212

Re: AGIXP Tutorial

Nice tutorial, I haven't used agixp because it doesn't work with this pc but may actually insert some sprites with this later with another computer.
Anyways, what I'm wondering is, how is the number of bytes the game requires to insert the sprite related to the size of the sprite ?
It looks like the original sprite for Pikachu requires less space than the one you inserted, for some reason.

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#3 2011-06-09 20:00:37

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 699/3,229

Re: AGIXP Tutorial

Well since it is compressed, it would be based on the way the image was drawn. For example, if there was a lot of blank space, that would compress to be smaller than something that was more detailed with less blank space. Or something like that.

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#4 2011-06-09 21:14:36

Frezgle
Member
Registered: 2011-05-30
Post 8/21

Re: AGIXP Tutorial

Miksy91 wrote:

Nice tutorial, I haven't used agixp because it doesn't work with this pc .

You might be able to get it to work - have you tried installing the ActiveX Control Pad? That made it work for me on Windows 7.

Anyway, this tutorial is pretty nice : D I usually skip the extracting route though, and simply put my own sprites in right away. I guess it's a good way to make sure you keep the same size, though.

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#5 2011-06-09 21:34:02

Miksy91
Member
Registered: 2010-10-16
Post 384/2,212

Re: AGIXP Tutorial

Frezgle wrote:
Miksy91 wrote:

Nice tutorial, I haven't used agixp because it doesn't work with this pc .

You might be able to get it to work - have you tried installing the ActiveX Control Pad? That made it work for me on Windows 7.

Anyway, this tutorial is pretty nice : D I usually skip the extracting route though, and simply put my own sprites in right away. I guess it's a good way to make sure you keep the same size, though.

As AgiXP can repoint images, the size doesn't matter.

Btw, I've tried to make it work but my computer doesn't want to run 32bit library files for some reason.

Last edited by Miksy91 (2011-06-09 21:34:46)

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#6 2011-06-09 22:29:42

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 700/3,229

Re: AGIXP Tutorial

Size does matter, actually. If the sprite was originally 40x40 and you insert one that is 48x48, it will not load properly unless you manually go in to the pokemon's data and change the byte that identifies what size sprite he has. Unless you were referring to data size, not picture size, in which case you are right, it doesn't matter.

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#7 2011-06-10 02:25:05

julio master92
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Registered: 2011-06-02
Post 11/48

Re: AGIXP Tutorial

hey man!, it's looks great. thanks I'm going to practice tomorow.

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#8 2011-06-10 07:44:51

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 705/3,229

Re: AGIXP Tutorial

AGIXP is meant to extract compressed graphics. I have never tried to extract an overworld, as there is no reason to, since you can edit them in TLP or export them as a bmp from TLP and edit them in paint or whatever.

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#9 2011-06-10 21:13:40

julio master92
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Registered: 2011-06-02
Post 14/48

Re: AGIXP Tutorial

mateo do you have good image converter cause the one I have is a crap, when I convert the image to mbp it changes the background color from white to black or blue, help me please.

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#10 2011-06-10 21:42:32

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 711/3,229

Re: AGIXP Tutorial

ummm well why are you needing to convert it, and what are you converting it from? paint (which comes with windows) can edit bmp files, and so can pretty much any other image editor without any need to convert them to anything else.

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#11 2011-06-11 01:21:24

julio master92
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Registered: 2011-06-02
Post 15/48

Re: AGIXP Tutorial

I'm trying to convert images from png,gif and jpeg to bmp format, cause I wanna insert new Pokemon's sprites like medicham, electrike and more. Talking about that do you know how to change the Pokemon types I mean from fire to water or dark.

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#12 2011-06-11 03:54:54

julio master92
Member
Registered: 2011-06-02
Post 18/48

Re: AGIXP Tutorial

thanks kkj1116, but do you have an easy to use program to change Pokemon types.


and  MATEO I  asked you a question about the MT surf, could you answer here again cause I forgot where I put the question. or maybe if it's difficult to explain and could make me to favor to hack the MT for me and give me the link to download the hacked rom. :-)

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#13 2011-06-11 04:48:13

215/696

Re: AGIXP Tutorial

julio master92 wrote:

and  MATEO I  asked you a question about the MT surf, could you answer here again cause I forgot where I put the question.

There is a search function.

#14 2011-06-11 14:16:31

julio master92
Member
Registered: 2011-06-02
Post 20/48

Re: AGIXP Tutorial

about the converter I asked for, I don't need it any more, cause tonight I was dreaming and in my dream I was talking to myself (in the dream) and I asked to myself  master how can I change the image format and size without making a disaster, and he told me (I mean the other julio master92) don't be silly use your cellphone and the java converter you download on 2010, do you remember it master?, then  in the morning when I wake up I did it and it worked perfectly.

As all you can see I'M A GENIUS in my dreams, I'm not kidding, it's the truth.

kkj1116 could you give a more detailed tutorial about changing Pokemon's types, cause I'm new doing this, if you can send it to my mail or post it here.

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#15 2011-06-13 20:03:25

julio master92
Member
Registered: 2011-06-02
Post 25/48

Re: AGIXP Tutorial

mateo the AGIXP is giving me en error (  run-time error`6` : overflow) when I try to insert the image, on step number 9 of your tutorial.

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#16 2011-06-13 21:20:59

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 716/3,229

Re: AGIXP Tutorial

what format is the image you are trying to insert, and how many colors is it?

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#17 2011-06-14 00:05:30

julio master92
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Registered: 2011-06-02
Post 26/48

Re: AGIXP Tutorial

bmp, and the image was an staraptor.staraptor's colour's are black, white and red.

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#18 2011-06-14 02:13:22

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 717/3,229

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#19 2011-06-14 14:19:54

julio master92
Member
Registered: 2011-06-02
Post 28/48

Re: AGIXP Tutorial

5kb. and from 80 to 100 pixel. I think.

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#20 2011-06-14 15:21:43

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 718/3,229

Re: AGIXP Tutorial

image has to be either 40x40, 48x48, or 56x56 pixels

And to avoid having to go in and manually change the byte to another one of these sizes, it is usually easier to do it the same size the original image was. Sometimes this isn't really doable, like if replacing a small pokemon with a larger one, but if you can it makes your life easier.

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#21 2011-06-14 16:27:51

julio master92
Member
Registered: 2011-06-02
Post 29/48

Re: AGIXP Tutorial

it was 56-56 , cause I wanted to replace pedgeo image. but now I was trying to insert tallow's image, it has the perfecte size, so I didn't have the problem I told you, but now I have a problem choosing the colours ( colour 1 and 2) but when I choose then the image appears in blank, white or in black( with on colours).:)

some of you should make a better program. and I suppose that someone have one and doesn't wanna share it.

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#22 2011-06-14 18:17:13

Sawakita
Administrator
Registered: 2010-10-16
Post 129/361

Re: AGIXP Tutorial

julio master92 wrote:

some of you should make a better program. and I suppose that someone have one and doesn't wanna share it.

What makes you think that? And who are you alluding to?
It's not so nice to say such thing (especially considering that everyone here is very helpful), and requesting others to make a better program is even worse, in my point of view. You could also think to try and make your own program if you find that the existing one is not what you're looking for.

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#23 2011-06-14 20:13:10

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 719/3,229

Re: AGIXP Tutorial

Well if you try to insert an image with more than 4 colours, then when you select 2 of them for the first and second ones, the other colours will turn into either black or white depening on what you selected. I'm not exactly sure if that is what is going on or not but its something that can happen.

Also, AGIXP really is the best editor there is for this. The only other one I've ever seen is Meowth's graphics inserter. I dont know a download link for it, and I seem to remember that you had to tell it the offset manually and it was a DOS program as well. Really not any better.

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#24 2011-06-15 03:36:07

julio master92
Member
Registered: 2011-06-02
Post 31/48

Re: AGIXP Tutorial

thanks mateo I think that's the problem. and if I offended someone with my other commentary I wanna apologize for that, the problem is that I've seen a lot of great hacks and I can belive they did then using only this tool, but if I did I'm sorry.

it is possible to adapt a gba tool to make it work on gbc, cause I found a java emulator v1.0 for gba in argim.net ( I haven't tested it) and the page users said that it works on some sony ericsson.

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#25 2011-06-25 15:27:49

lalodj
New member
Registered: 2011-05-22
Post 1/3

Re: AGIXP Tutorial

hello i want to know how to change the trainer back becausa i dindt fond where is to change it. thanks nice tutorial

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