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’Cause all games were better on the GBC

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#1 2013-04-03 20:08:00

YORAMRW
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Super Game Boy Palettes in Pokémon Gold & Silver

I have a question.
Pokémon Red & Blue use SGB palettes. It's generally known where to find them, because Koolboyman found them and told it to DataCrystal. So, I wonder where the SGB palettes in Pokémon Gold/Silver are. I have looked for the DataCrystal ROM Map of these games, but I only found the GBC palettes. Do anyone know what's the offset of these SGB palettes. So, I can edit them, and use the colors for Pokémon Red/Blue.
I hope for a rapid reply, because I am very curious if someone knows that.
Here are some examples:
http://imageshack.us/photo/my-images/82 … sgb02.png/
http://imageshack.us/photo/my-images/54 … sgb03.png/
http://imageshack.us/photo/my-images/80 … sgb04.png/
http://imageshack.us/photo/my-images/54 … sgb05.png/

Thanks.

Last edited by YORAMRW (2013-04-10 16:19:33)


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#2 2013-04-04 13:52:32

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Oh. Could an admin move this topic to ''Questions''?


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#3 2013-04-04 19:15:51

Tauwasser
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

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#4 2013-04-04 20:20:07

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Thank you very much. I will check it out tomorrow. I have no time now. You can see why on Pokémon Prism Topic.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#5 2013-04-07 15:19:11

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

I don't see the start offset anywhere. :(


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#6 2013-04-09 11:33:53

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

I have found the start offset of the SGB Map Palettes: $BB9E.

Last edited by YORAMRW (2013-04-09 11:34:34)


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#7 2013-04-09 11:41:41

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

But I can't find the Night Palette (19). :(


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#8 2013-04-09 11:54:38

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Re: Super Game Boy Palettes in Pokémon Gold & Silver

I have found a very easy way to view the palette codes:

  • Open up VisualBoyAdvance.

  • Look at Options -> Gameboy and select SGB.

  • Open a Pokémon Gold or Silver ROM.

  • Go to the home town.

  • If you choose DAY, the default palette of NEW BARK TOWN will appear. If you select NITE, the night palette will appear.

  • Look at Tools and select GB Palette Viewer.

  • Select a color, and the Game Boy value will appear.


I think this is very useful if people want to reproduce colors for other Game Boy games.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#9 2013-04-09 11:58:50

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

The values of the Pokémon Gen II SGB Night Palette are:
$7FFF, $5B8C, $528F, $0000.

I will come up with more up-to-today unknown palettes.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#10 2013-04-09 12:01:01

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

New Bark Town:
$7FFF, $4F36, $7AB0, $0000.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#11 2013-04-09 16:16:01

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

You have to reverse the bytes of the colors. For an example: if you have color $A7C5, it would be $C5A7.
I wrote this because people who make use of this thread will use the values wrong, and they only get black and nonsense colors.
So, I hope it helps alot of people. :)


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#12 2013-04-09 17:40:19

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Re: Super Game Boy Palettes in Pokémon Gold & Silver

TheMoneyOfTheWorld wrote:

You have to reverse the bytes of the colors. For an example: if you have color $A7C5, it would be $C5A7.
I wrote this because people who make use of this thread will use the values wrong, and they only get black and nonsense colors.
So, I hope it helps alot of people. :)

Well, pretty much all the data you see in Gen I and II pokemon games is actually written in little-endian ("reverse order") format.
This is because, it's more user-friendly to code the games so that 16-bit data is in reversed order.

Also, not trying to sound rude but edit button is there for a reason.
No need to make many consecutive posts unless a certain amount of time passes between them, and you can tell someone actually noticed what you wrote about.

Last edited by Miksy91 (2013-04-09 17:44:11)

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#13 2013-04-09 18:12:05

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Miksy91 wrote:

Also, not trying to sound rude but edit button is there for a reason.
No need to make many consecutive posts unless a certain amount of time passes between them, and you can tell someone actually noticed what you wrote about.

I use the edit button for a reason. The reason is that had to Bold some text.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#14 2013-04-09 18:16:40

Miksy91
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Ah, yeah..
I tried to mention, you should combine your posts together instead of having many separate ones.

Here, you have made 5 different posts almost at the same time, the sixth one being a couple of hours later.
I personally saw all of them at once.

So edit one post to fill more content in it, instead of putting up new (unless a certain amount of time passes between them).

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#15 2013-04-09 18:26:41

Vitharix
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Not sure I've seen an octuple post before.

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#16 2013-04-09 18:45:19

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Aha. I get it. I will edit more posts to add more content, but I don't do that infinitely. And if a post is big, I am not going to edit that post. It's only for small post, that I will do 2 messages in it. And, the second one must be added very short after the first.
Thanks.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#17 2013-04-09 19:32:57

comet
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

TheMoneyOfTheWorld wrote:

I have found the start offset of the SGB Map Palettes: $BB9E.

I don't know how you got to this address. Admittedly the magicstone page was confusing until I realized the 24-bit colors were little-endian.

A265-B265 are sent to SGB vram. Included are relevant palettes and the SGB border. The palettes are in A265- A4DD. There are 79 palettes. I don't know off-hand where SGB palettes are assigned to maps.

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#18 2013-04-09 19:36:20

comet
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

Scratch that, the map bank palette table is at 902F-904A.

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#19 2013-04-09 19:39:37

YORAMRW
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

I found it on the ROM map of Pokémon Gold/Silver on DataCrystal. I found the offsets of ''Map Palettes''. I looked on that adress with PaletteEd GB, and when I scrolled forward, I found some SGB palettes.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#20 2013-04-09 20:06:29

Tauwasser
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Re: Super Game Boy Palettes in Pokémon Gold & Silver

The reason you found "SGB palettes" there is because those are actually the CGB palettes. They used the same palettes when coloring with the SGB.

Also, I don't get what's so confusing about the color codes. It's standard html...

cYa,

Tauwasser

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#21 2013-04-09 23:52:38

646/700

Re: Super Game Boy Palettes in Pokémon Gold & Silver

Tauwasser wrote:

Also, I don't get what's so confusing about the color codes. It's standard html...

What confused me is how you came up with 8 bits per color, until I realized they are just padded with zeros on the right. I think that’s a legitimate issue with the presentation…

Personally, I prefer using decimal integer triplets (0,0,0 to 31,31,31), not that it really matters.

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