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Anyone know how to insert or changes the battle background for GSC ?
it's blank, I mean it just white, nothing in the background.
What I mean is I want to insert / changes the background like Pokemon RSE, background battle when fighting like the grass and gym background
Last edited by GreatMaster (2013-12-15 15:57:34)
Fuck Tenpenny and fuck his Polish lap dog
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If someone could hack GSC so there is a background, that person would be rich.
Right... Because so many people pay for that to begin with :|
The problem with a battle background is that you would have to do the layering all in software, so you have to combine a bunch of graphics on-the-fly. That's probably not feasible and would require a large amount of rewriting to account for every effect and so on that just implicitly assumes the background to be white.
cYa,
Tauwasser
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TheMoneyOfTheWorld wrote:If someone could hack GSC so there is a background, that person would be rich.
Right... Because so many people pay for that to begin with :|
The problem with a battle background is that you would have to do the layering all in software, so you have to combine a bunch of graphics on-the-fly. That's probably not feasible and would require a large amount of rewriting to account for every effect and so on that just implicitly assumes the background to be white.
cYa,
Tauwasser
So,can this all drawn by "hand" using Paint and inserted with TLP? Or ASM and Hex editing?
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by software he means the game would be responsible for creating new graphics at runtime. with double speed turned on you could probably do that with relatively little lag.
i'm not going to bother talking about whether you can do it because it's not important. since you don't know where to start, it's important to know how the game boy produces graphics on the lcd.
http://imrannazar.com/GameBoy-Emulation … :-Graphics
The GameBoy's tiled graphics system operates with tiles of 8x8 pixels, and 256 unique tiles can be used in a map; there are two maps of 32x32 tiles that can be held in memory, and one of them can be used for the display at a time. There is space in the GameBoy memory for 384 tiles, so half of them are shared between the maps: one map uses tile numbers from 0 to 255, and the other uses numbers between -128 and 127 for its tiles.
Figure 1: Background mapping
http://imrannazar.com/GameBoy-Emulation … PU-Timings
The original GameBoy hardware simulates a cathode-ray tube (CRT) in its timings: in a CRT, the screen is scanned in rows by an electron beam, and the scanning process returns to the top of the screen after the end of scanning.
Figure 1: Scanlines and blanking periodsAs can be seen above, a CRT requires more time to draw a scanline than simply running over the pixels in question: a "horizontal blanking" period is needed, for the beam to move from the end of one line to the start of the next. Similarly, the end of each frame means a "vertical blanking" period, while the beam travels back to the top-left corner.
In the same way, a GameBoy display exhibits horizontal and vertical blanking periods. In addition, time spent within the scanline itself is separated into two parts: the GPU flips between accessing video memory, and accessing sprite attribute memory, while it draws the scanline.
the game boy emulates the crt's long vblank to give as much time as possible to write to video memory. cgb features like double speed really shine here. you can also take advantage of hblank to modify palettes between lines to get around the 8-palette limitation. you should think about how you can make the most of the hardware when figuring out how to approach a problem
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