[Tutorial]AGIXP Tutorial

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[Tutorial]AGIXP Tutorial

Post by Mateo on Mon Jul 01, 2013 1:16 am

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



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



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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.



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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.



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



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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.



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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.



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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.



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



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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.



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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.



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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.



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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.



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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.



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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.



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



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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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Mateo
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