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| Adding your own custom title screen; BN6 both versions | |
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| Topic Started: Nov 6 2010, 11:46 AM (5,303 Views) | |
| MegaRockEXE | Nov 6 2010, 11:46 AM Post #1 |
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Adding your own title screen to the game is as simple as replacing any tiled image in the game. You will need wingrit, HxD, a title screen, and a color-reducing program to get the title down to the correct number of colors. There is a free program for this which I can't remember and there is also Photoshop. Creating a title screen When designing the title screen, try to get it to read like a title screen nothing else. There must be the words on a background in the correct size. The size of GBA title screens are 240x160 but for designing, it is recommended to go larger. It's easier to work with more pixels than with less. I choose to design it in a 960x640 canvas. Spoiler: click to toggle Using Photoshop's Save For Web Dialog, the colors can be reduced and the image scaled. In the picture above, I've set the settings necessary to export a usable title screen. Colors should be around 200, but not 256. The game won't let you use more colors and it wouldn't look much different anyways. Since the original canvas was larger, I also scaled down the image here by 25 percent. Here is the 240x160 image I got. ![]() Now you have to open the exported image Photoshop and copy it to the clipboard. Make a new document with the canvas size set to 256x256. Paste the exported screen in there and align it to the top-left corner. It should look like the picture below. Spoiler: click to toggle In the Save For Web Dialog, set a matte color and turn off transparency. All transparency will become this matte color. The matte color should be an obvious color not used in the actual title screen. Export this as well. Preparing the Files ![]() Now you actually have your title screen. Open wingrit and have it open the 256x256 title screen. Then go to the Palette Viewer by clicking on View, then selecting Palette Viewer. Spoiler: click to toggle In this case the transparent color is green and everything that is green wouldn't have been seen by the GBA screen anyways. Its position is 00 and will be used later. Open the GBA Exporter dialog and make sure you have the setting exactly like in the screen below. Spoiler: click to toggle When all the settings are correct, click OK to create the files. It should give you 3 files with the extensions .img .map .pal. These files can't be used directly with the game yet. Start by opening the .img file in HxD. Find the size of the file by clicking on the last byte. In my example it is 9640. Go back to the first byte and go to Edit > Insert Bytes and add 4 bytes. There should be 4 red zeros at the top. Type in the size you got earlier in reverse, skipping the first 00. I would type in 00 40 96 00. Save the file and close it. Now that the files are prepared, you need to compress them. Attached to this post is GM's simple drag-and-drop LZ77 compressor/decompressor (using Nintenlord's code). You just drop the file in the icon and follow the instructions. You type in c to compress and hit Enter to go. You only need to compress the .img file After doing that, the files are ready to go in the game. Adding the title screen Open the BN6 rom and go to the offset 0802FD08. At this offset, there is a pointer to the tiles to use for the title screen. Add the compressed .img file to empty space and make the pointer point to the new tiles. Remember that pointers to compressed data needs an 8 in the front. Now go to 0802FD14 for the palette pointer. Load the new palette in free space and have the pointer point to it. Go to 0802FD50 and do the same as above only using the .map file. Add 4 to this offset. That should be about it. Check the title screen to see if it worked. I may have missed something, but I haven't done this hack in a while. Edited by MegaRockEXE, Nov 6 2010, 11:51 AM.
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| brianuuu | Nov 6 2010, 04:52 PM Post #2 |
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SF Noise Spriter
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For the animation of the title screen, you will have to search the palette and find which line does the palette refer to, then just copy can paste the palette line of your picture. |
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| MegaRockEXE | Nov 6 2010, 05:56 PM Post #3 |
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It's pointlessly overcomplicated. It's easier to just set the timer of the first palette to a huge number that will likely never be reached or use an ASM hack to remove the need of an animation. |
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| Prof. 9 | Nov 7 2010, 02:16 AM Post #4 |
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Moderaptor
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Yeah or you can hack it so it copies the whole 256-color palette instead of just a part of it.. |
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| MegaRockEXE | Nov 7 2010, 08:57 AM Post #5 |
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The full 256 still isn't possible because it reserves one palette for the copyright line. |
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| Prof. 9 | Nov 7 2010, 09:30 AM Post #6 |
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So? You can blank it out and put the copyright line in the background image, right?
Edited by Prof. 9, Nov 7 2010, 09:38 AM.
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| MegaRockEXE | Nov 7 2010, 09:32 AM Post #7 |
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16 more colors really wouldn't make a difference on an image that large. The difference between 200 and 256 is already negligible. It's okay the way it is. |
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| timaeus222 | Nov 7 2010, 11:03 AM Post #8 |
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The Tech Guy
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Wow, thanks a lot! I've been anxiously awaiting this! xD Now I can finally put my own one, without all those extra transparent pixels from the old method. For me, it's easier in Photoshop to change the color mode to Indexed Color and change the amount of colors there. EDIT: I tried this, and I got this horrible image: ![]() I followed all the guidelines. ![]() My aim was this(but smaller of course): http://i52.tinypic.com/ncgtpj.jpg EDIT2: Do you think this has anything to do with the fact that I used Wingrit v0.8.3? Maybe it's the version. Yours is slightly different. EX: Image -> Gfx, cprs: none -> cprs: off, etc. Never mind, I reduced the colors to 16 colors and it worked =D Now I've gotta find a color amount that works best. EDIT3: YES! I GOT IT! ![]()
Edited by timaeus222, Nov 7 2010, 02:32 PM.
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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| MegaRockEXE | Nov 7 2010, 02:56 PM Post #9 |
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It's not supposed to be 16 colors though. Are you sure the palette is in the correct place? Try adding or subtracting 4 from it. |
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| timaeus222 | Nov 7 2010, 03:15 PM Post #10 |
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The Tech Guy
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Actually, the palette was in the right place. The reason ended up being the amount of colors. A good working color amount for me was 80 colors. Thanks, anyways.
Edited by timaeus222, Nov 7 2010, 03:18 PM.
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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| Other Kris | Nov 7 2010, 04:40 PM Post #11 |
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RPG Maker Ace? Gotta win!
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KRH TIM Patch Title is epic. Enough said. >:D Thanks to Tim, I didn't have to do any work. Of course, I would have used a dif. font. But it still looks better than anything I could do. :| |
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| timaeus222 | Nov 7 2010, 05:12 PM Post #12 |
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If you want, you could give me a general look, and I could redo it. It's not a big deal. |
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~Timaeus~ Web Designer, Music Composer "There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges ![]()
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| Other Kris | Nov 7 2010, 06:04 PM Post #13 |
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RPG Maker Ace? Gotta win!
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I'll just link you to the font. :| |
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| Twin Sparks.EXE | Jul 22 2011, 03:59 PM Post #14 |
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Um I am a newb when it comes to Hex editing and things of the like. Can someone go more in depth with the adding of the files and how to get the pointers to "point" to them....Also I open my BN6 in HxD and I can't find offset "0802FD08" EDIT I attempted to try the hex stuff on my own, but to no success. After reading your "Expanding game size and adding content" guide and I think I got the hang of adding the img, pal, and map files to the game, but (assuming that I even got that right) when I try to go to the offsets for the pointers and point them to the added content I get a black screen. Theses are the values I've inserted as instructed in your guide Img - 80800000 (you said for compressed put "8" in the front so the original value was 00800000) Pal - 00807170 Map - 00807304 (I added "4" to this value as instructed so the original value was 00807300) From this information can someone tell me what I may be doing wrong with my hex Edited by Twin Sparks.EXE, Jul 23 2011, 11:06 AM.
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![]() Operator Info Name-Roku Hoshima Age-19 Navi- Twin Sparks.exe(deleted), Twin Sparks.exe V2(In Development) Roku is a legendary scientist from Netopia. He works in secret and his skills are known to little. It was said that Roku was working on a new plugin for Navis that could increase their power ten-fold and grant said navi abilities beyond there wildest dreams. This enhancements has been called the Omega System. During a trip to Electopia, Roku's navi, Twin Sparks.exe, was confronted Forte who wanted the Omega System for his own desires. Forte managed to delete Twin Sparks.exe and steal the Omega System. Roku is now in the midst of recreating Twin Sparks.exe knowing that he must do whatever it takes to get the Omega System back before its too late. | |
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| MegaRockEXE | Jul 23 2011, 11:30 AM Post #15 |
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I think the tile-map may be compressed as well. Make sure you're not overwriting the data you're inserting. And what is the image you're trying to add? |
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| Twin Sparks.EXE | Jul 23 2011, 11:52 AM Post #16 |
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So 1)I going about the right way of doing the hex part and 2)I have to compress the .map file or are you saying its already compressed (meaning I have to put an "8" infront of the offset) heres what im trying to import...I followed the image parts to the tee (I even have photoshop) ![]() edit If the map is compressed do I still add the "4" to the offset value edit2 Sorry if I am asking too many questions...I just would like to understand all of this in case i do it again. Now when I used wingrit to create the .img .pal .map files they all have .bin too (for example the files are .img.bin .pal.bin .map.bin) does that matter that the file extensions are like that Edited by Twin Sparks.EXE, Jul 23 2011, 12:10 PM.
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![]() Operator Info Name-Roku Hoshima Age-19 Navi- Twin Sparks.exe(deleted), Twin Sparks.exe V2(In Development) Roku is a legendary scientist from Netopia. He works in secret and his skills are known to little. It was said that Roku was working on a new plugin for Navis that could increase their power ten-fold and grant said navi abilities beyond there wildest dreams. This enhancements has been called the Omega System. During a trip to Electopia, Roku's navi, Twin Sparks.exe, was confronted Forte who wanted the Omega System for his own desires. Forte managed to delete Twin Sparks.exe and steal the Omega System. Roku is now in the midst of recreating Twin Sparks.exe knowing that he must do whatever it takes to get the Omega System back before its too late. | |
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| MegaRockEXE | Jul 23 2011, 01:07 PM Post #17 |
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I haven't read the tutorial again but you may need to add some data to the files before compressing. Make sure you did that because it seems you got the importing part right. |
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| Twin Sparks.EXE | Jul 23 2011, 01:18 PM Post #18 |
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The tutorial doesn't mention adding data before compressing....what data do I need to add before compressing EDIT Oh yeah the 4 bytes on the .img part....I did that before compressing EDIT I finally did it!!! but hear are somethings to note just in case newbs like me run into the same problems 1)Like Timaeus pointed out 80 colors works. 200 didnt work for me either 2)When putting in the hex for the pointers, make sure they are in reverse and the last hex is 08 (for example if the data from the .pal file is at "00802345" then you'd input it in the pointer as "45238008") 3)Adding "4" to the .map pointer wasn't necessary (at least not for me) Edited by Twin Sparks.EXE, Jul 24 2011, 11:03 PM.
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![]() Operator Info Name-Roku Hoshima Age-19 Navi- Twin Sparks.exe(deleted), Twin Sparks.exe V2(In Development) Roku is a legendary scientist from Netopia. He works in secret and his skills are known to little. It was said that Roku was working on a new plugin for Navis that could increase their power ten-fold and grant said navi abilities beyond there wildest dreams. This enhancements has been called the Omega System. During a trip to Electopia, Roku's navi, Twin Sparks.exe, was confronted Forte who wanted the Omega System for his own desires. Forte managed to delete Twin Sparks.exe and steal the Omega System. Roku is now in the midst of recreating Twin Sparks.exe knowing that he must do whatever it takes to get the Omega System back before its too late. | |
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| mariosega | Aug 2 2011, 09:52 PM Post #19 |
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actually, I would like a way to make an animated title screen. can I do that? |
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| Twin Sparks.EXE | Aug 21 2011, 10:26 AM Post #20 |
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I don't think that's possible, but I'd PM Megarock or someone if they dont reply here soon |
![]() Operator Info Name-Roku Hoshima Age-19 Navi- Twin Sparks.exe(deleted), Twin Sparks.exe V2(In Development) Roku is a legendary scientist from Netopia. He works in secret and his skills are known to little. It was said that Roku was working on a new plugin for Navis that could increase their power ten-fold and grant said navi abilities beyond there wildest dreams. This enhancements has been called the Omega System. During a trip to Electopia, Roku's navi, Twin Sparks.exe, was confronted Forte who wanted the Omega System for his own desires. Forte managed to delete Twin Sparks.exe and steal the Omega System. Roku is now in the midst of recreating Twin Sparks.exe knowing that he must do whatever it takes to get the Omega System back before its too late. | |
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