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I don't want to know whether adding this type of intro is possible or not because I know that it can be done. I would like to know whether experienced hackers think it would be doable, and possibly how to implement the map loading.
So basically, after the picture when the game shows the screen "GAMEFREAK presents", the original intro sequence starts in G/S/C. What I'd like to do is to replace that with a script called with the in-game scripting engine. So first, a certain map (probably with "Type", Inside) would be loaded with the sprite tiles Cactus (original Hiro) and some other characters. At the same time, a script from that map's script header would be executed so basically, I probably need a complete map loading. After all that's gone through (the script eventually ends), the screen would be made black and the assembly code after "GAMEFREAK presents" screen would be executed leading the player to the original intro where you can see the flying Lugia.
I haven't tried it but I think I know (because of rom bank 0x3) how to call scripts through asm routines so that won't at least be a problem.
Last edited by Miksy91 (2012-08-06 09:59:10)
You would have to temporarily edit save data to do that.
Basically, there is a call that will start the in-game engine from SRAM data. However, I don't think there is a feasible way to get out of there, really. So basically, load save game, backup SRAM data, overwrite with desired intro data, call in-game engine, wait for it to handle script, have some way to exit the main loop in 25:6xxx (yeah, I forgot) and you're on your way.
However, it would probably be feasible to just edit the intro maps to look like what you want. The sprites are drawn by the same engine anyway, so that should work. You would then only have to call the proper script in-game script interpreter for text boxes and the like (but not for maps, warps or people events, because those would be garbage in WRAM at that time).