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- HGSS(in my case SoulSilver)
- NEW OVERWORLD SPRITES METHOD - Overlay_1
- Take the time to go through every event file in DSPRE to change all overworlds past 993 and before the last one(994-1049) and replace them with their identical Overworld counterparts.
- You can determine them being the same if they have the same Sprite ID, located just under the little picture of the overworld beside the properties.
- This is necessary so your new sprites don't accidentally appear where other sprites definitely should.
- Do this FIRST.
- -
- Duplicate a btx file, from either data/a/0/8/1 or unpacked/OWSprites, that is similar to the type you want to make.
- ie a pokemon if you want to add a new pokemon overworld, or a static item like a pokeball for new items, or an npc etc etc
- You can use the Sprite ID to find such a file to duplicate, ie 440 is the OW ID for butterfree and 309 is the Sprite ID so the file is 309.
- Rename it to the next number after the last one(862, so I named it 863 in my case)and edit with a BTX editor, such as BTX Editor 2.0, to replace the sprite sheet with the new sprite you want to see.
- After you finish editing the file to have your new sprite sheet, you'll want to add that new file to data/a/0/8/1 by unpacking it with DSPRE or narchive, adding the new file with a consistent name with the other files in the directory(1_863 in my case), and repacking it with DSPRE or narchive.
- Also add it to unpacked/OWSprites with a consistent name (0863 in my case)
- Put no file extension on either file, delete it if there is one.
- -
- -
- Replacing the duplicate overworlds 994-1049(56 sprite slots) is simple enough.
- Open a decompressed Overlay_1 in HxD or your hex editor of choice.
- The table in a decompressed Overlay_1 starts at 0x22F76, so decompress it with DSPRE and DON'T recompress it. EVER.
- -
- Each OW consists of 6 bytes: OW ID, Sprite ID, and overworld type for animation/handling purposes.
- Example, OW 994, Offsets 0x22F76-0x22F7B:
- First 2 bytes, OW ID, DON'T EDIT THESE. hex+little endian:
- E2 03(994)DO NOT EDIT!!!
- Second 2 bytes, Sprite ID, edit to new Sprite ID of the file you added to data/a/0/8/1 AND unpacked/OWSprites. hex+little endian:
- 35 01(309)ORIGINAL ID
- 5F 03(863)MY NEW SPRITE ID
- Last 2 bytes, Overworld type, change accordingly. hex+little endian:
- 27 4E(pokemon sprite handling, bounces up and down)ORIGINAL TYPE
- 00 00(no handling, npcs and player work like this)NEW TYPE
- Save your changes in Overlay_1 and either reload DSPRE entirely or just switch event files and go back to your map.
- Add your new overworld using the OW Entry ID you edited in the table, in my case this is 994.
- You should see your new overworld.
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