ultimate-tutorial-2
  • Introduction
  • Getting Started
    • Aside: Editing a ROM
  • Buildfile Basics
    • Baby's First Buildfile
    • Hello, World!
    • Understanding #include
    • PUSH and POP
    • Definitions, Labels and Macros
    • MAKE_HACK.cmd
  • Nightmare
    • How Tables Work
    • Using NMM2CSV
    • Using Definitions
    • Repointing and Expanding with #inctext
    • Appendix: Nightmare Module Format
  • Text
    • Inserting Text
  • Graphics
    • Sprites and Backgrounds
    • Palettes
    • TSA or Tilemaps
    • Compression
    • GBA Graphics Editor
      • Image Control
      • Saving Graphics from GBAGE
      • Inserting Graphics with GBAGE
      • Palette Control
      • Graphics Mode
      • Colour Control
      • Tile Control
    • Portraits
      • Inserting Portraits
      • Ripping Portraits
    • Animations
      • Inserting Animations
      • Inserting Existing Animations
      • Creating Custom Animations
      • Battle Palette Editing
      • Spell Animations
    • Miscellaneous Graphics
      • Chapter Name Graphics
      • Map Sprites
      • Custom CGs
      • Battle Backgrounds
      • Battle Frames
  • Inserting Music
    • Converting from MIDI
    • Custom Sound Effects
    • About Song Groups
  • Inserting Maps
    • FEMapCreator
    • Tiled
    • Tile Changes
    • Insertion
    • World Map Editing
  • Events
    • How to Read the Doc
    • How to Read Event Disassembly
    • The World Map
  • Engine Hacks
    • Inserting ASM hacks
    • Introduction to Disassembly
    • Using the Debugger
Powered by GitBook
On this page
  • Formatting Portraits
  • Ripping Portraits

Was this helpful?

  1. Graphics

Portraits

PreviousTile ControlNextInserting Portraits

Last updated 5 years ago

Was this helpful?

Here's an example Portrait Installer.event:

#include "Tools/Tool Helpers.txt"
//this file defines the macro:
//setMugEntry(number, data, mouth_x, mouth_y, eye_x, eye_y)

Sigurd_Mug:
#incext PortraitFormatter "sigurd.png"
setMugEntry(0x51, Sigurd_Mug, 3, 5, 3, 3)

Easy, right?

In free space, you simply label the portrait and use #incext PortraitFormatter to convert the PNG for insertion. Then use setMugEntry to set the portrait ID and the tile locations for the eye and mouth frames.

Formatting Portraits

Formatting portraits is the same between buildfiles and FEditor.

This is a hackbox. Your portrait should fit in this.

Hackbox

Ripping Portraits

You can use FEditor to rip portraits and have them formatted ready to go. Alternatively you can download all the GBA portraits .

right here