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’Cause all games were better on the GBC

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#1 2012-10-22 03:37:00

SinisterHoodedFigure
Member
Registered: 2011-12-09
Post 5/67

Editing Red/Blue Title Screen Text

How do I edit the title screen text such as "Blue Version" when it pops up in the title screen?
I have attempted editing by searching for the text "Blue Version" with a table file and hex editor, but the search wasn't found.
If a hex editor alone is insufficient, what other tools would I need to try editing the title screen text of Pokemon Red or Blue?


Crystal Kaizo...
Not the hardest hack, but probably the most... Sinister
http://www.mediafire.com/download/q3o60 … +Kaizo.ips

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#2 2012-10-22 04:24:26

Danny-E 33
Administrator
Registered: 2012-06-09
Post 186/1,023

Re: Editing Red/Blue Title Screen Text

These graphics in the title screen such as "Blue Version" are actually not a text string. Meaning the game doesn't call for them using the hex codes for the letters B, L, U etc. so they can't be found by looking for an equivalent text string.

Instead, these graphics are just tiles that are loaded directly onto the screen. As you might notice, those letters don't use the font that all other text string-type words use. This is because this isn't even a font in which all letters of the alphabet are premade. It's just a couple tiles made only for the purpose of the one instance those tiles are used. If you download Tile Layer Pro, you can change the mode to 1bpp and scroll pretty far down in the rom til you find the tiles that display "Blue Version".

Let me know if you need any more assistance figuring this out. :)


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#3 2013-02-03 18:42:00

weston86
Member
From: Richmond, MO
Registered: 2012-06-06
Post 2/13

Re: Editing Red/Blue Title Screen Text

I have tried 1BPP in Tile Layer Pro, but I couldn't find it. I trying to make a Pokemon Rom which says "Green Version", "Complete", something like that.

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#4 2013-02-03 18:55:44

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,259/3,471

Re: Editing Red/Blue Title Screen Text

The graphics in question are at x68030 in a Red or Blue Version rom. In Red, the tiles there say "RedGreenVersion" (but only the tiles to show "Red" and "Version" are used. You could modify the Tilemap to make it show "Green Version" instead though.) In Blue, the tiles just say "Blue Version" and you could edit these to say "Green Version" if you wanted without having to edit how the tiles are displayed on the screen at all.

Last edited by Mateo (2013-02-03 18:56:08)

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#5 2013-02-04 00:16:37

stag019
Idea Killer
Registered: 2011-01-05
Post 306/630

Re: Editing Red/Blue Title Screen Text

<!-- If this were a court case, I'd have to object with "asked and answered"... dozens of time before... -->
The tilemap, by the way, is located at 0x45A1.
<!-- Yes I'm aware HTML comments don't work. -->


You can try to hide yourself in this world of pretend; when the paper's crumpled up, it can't be perfect again.

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#6 2014-04-14 10:14:21

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 4/193

Re: Editing Red/Blue Title Screen Text

stag019 wrote:

<!-- If this were a court case, I'd have to object with "asked and answered"... dozens of time before... -->
The tilemap, by the way, is located at 0x45A1.
<!-- Yes I'm aware HTML comments don't work. -->

Are you sure? For me don't work. If is the tile map offset what is is lenght? How I have to do for hack it?


The italian Pokémon Green creator.

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#7 2014-04-14 11:23:13

Danny-E 33
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Registered: 2012-06-09
Post 768/1,023

Re: Editing Red/Blue Title Screen Text

Yes, we're sure.

; these point to special tiles specifically loaded for that purpose and are not usual text
VersionOnTitleScreenText: ; 45a1 (1:45a1)
IF _RED
    db $60,$61,$7F,$65,$66,$67,$68,$69,"@" ; "Red Version"
ENDC
IF _BLUE
    db $61,$62,$63,$64,$65,$66,$67,$68,"@" ; "Blue Version"
ENDC

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#8 2014-04-14 11:49:36

CH666
Member
Registered: 2014-04-08
Post 21/58

Re: Editing Red/Blue Title Screen Text

Hey Danny 33 does that tile 1bpp method on TLP works for Pokemon gold also?

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#9 2014-04-14 12:06:17

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 5/193

Re: Editing Red/Blue Title Screen Text

Yes, You're right, but I've mistaked something and didn't see changes on the game, but I've found the way and now my italian Pokèmon Green is 100% complete, thanks a lot to you.


The italian Pokémon Green creator.

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#10 2014-06-07 07:02:16

SinisterHoodedFigure
Member
Registered: 2011-12-09
Post 32/67

Re: Editing Red/Blue Title Screen Text

Am I able to do the same with the Pokemon Crystal Title Screen text "Crystal Version", with the tile layer pro?

I was just curious since I was looking around through tile layer pro trying to find it, and I haven't had much luck finding the image. If it can be done, can it be found near the top, the middle, or the bottom of the tile layer?

EDIT: Never mind, I found the "Crystal Version' text. The trick however, was not to use 1BPP this time, it's impossible to find it with 1BPP. And it is rather tricky to edit as well, and its also kinda difficult for me to explain exactly why. The bottom of the tile shifts a tile apart, if anyone gets that. Anyway, with the default, if you scroll down, you might notice pieces of the Crystal background; that's where it is.

Last edited by SinisterHoodedFigure (2014-06-09 02:08:15)


Crystal Kaizo...
Not the hardest hack, but probably the most... Sinister
http://www.mediafire.com/download/q3o60 … +Kaizo.ips

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#11 2016-11-22 23:35:57

RDNNHDA
New member
Registered: 2016-11-22
Post 1/9

Re: Editing Red/Blue Title Screen Text

Mateo wrote:

The graphics in question are at x68030 in a Red or Blue Version rom. In Red, the tiles there say "RedGreenVersion" (but only the tiles to show "Red" and "Version" are used. You could modify the Tilemap to make it show "Green Version" instead though.) In Blue, the tiles just say "Blue Version" and you could edit these to say "Green Version" if you wanted without having to edit how the tiles are displayed on the screen at all.

I'm trying to edit the text at x68030 to say "Green Version", but all that shows up is "Gree Version". I didn't forget the 'n'., the 'n' didnt show up when I booted up the ROM. Can you help me if you can? Thanks!


-Radon Nihoda!

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#12 2016-11-23 08:21:20

Fotomac
Member
Registered: 2015-10-25
Post 252/294

Re: Editing Red/Blue Title Screen Text

Between IF _RED and IF _BLUE, type out the following:

IF _GREEN
    db $62,$63,$64,$7F,$65,$66,$67,$68,$69,"@" ; "Green Version"
ENDC

You might also want to shift it one tile to the left, just to make sure it looks right.

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#13 2016-11-23 19:03:52

RDNNHDA
New member
Registered: 2016-11-22
Post 2/9

Re: Editing Red/Blue Title Screen Text

Fotomac wrote:

Between IF _RED and IF _BLUE, type out the following:

IF _GREEN
    db $62,$63,$64,$7F,$65,$66,$67,$68,$69,"@" ; "Green Version"
ENDC

You might also want to shift it one tile to the left, just to make sure it looks right.

Thanks for the help, but what program do I do this on? What do you recommend?


-Radon Nihoda!

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#14 2016-11-23 19:59:21

Rangi
Member
Registered: 2016-05-09
Post 345/631

Re: Editing Red/Blue Title Screen Text

RDNNHDA wrote:

Thanks for the help, but what program do I do this on? What do you recommend?

Any text editor will do. I use Notepad2-mod. For graphics, an editor like paint.net. For a few binary files, you'll need a hex editor like HxD or Frhed.

To make the .gbc ROM, read the instructions in INSTALL.md. You'll need to install Cygwin and rgbds.

Last edited by Rangi (2016-11-23 20:01:32)


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#15 2016-11-23 21:08:11

RDNNHDA
New member
Registered: 2016-11-22
Post 3/9

Re: Editing Red/Blue Title Screen Text

Fotomac wrote:

Between IF _RED and IF _BLUE, type out the following:

IF _GREEN
    db $62,$63,$64,$7F,$65,$66,$67,$68,$69,"@" ; "Green Version"
ENDC

You might also want to shift it one tile to the left, just to make sure it looks right.

I'm trying to find that part of the data, where is it?


-Radon Nihoda!

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#16 2016-11-24 02:30:16

Fotomac
Member
Registered: 2015-10-25
Post 253/294

Re: Editing Red/Blue Title Screen Text

I believe you'll want to look in "engine/titlescreen.asm". The coordinates for the version text are just above, with the left number indicating the horizontal position and the right number indicating the vertical position (if you want to shift the text one tile to the left, you'll want to subtract the left number by one).

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#17 2016-12-23 20:03:41

radon
New member
Registered: 2016-12-23
Post 1/1

Re: Editing Red/Blue Title Screen Text

Fotomac wrote:

I believe you'll want to look in "engine/titlescreen.asm". The coordinates for the version text are just above, with the left number indicating the horizontal position and the right number indicating the vertical position (if you want to shift the text one tile to the left, you'll want to subtract the left number by one).

Hey, it's RDNNHDA. Something went wrong with my other account so I had to make a new one. I finally got everything for my ROM hack put together, but all I need now is to edit the palette from red to green, and to compile the ROM using Cygwin. I don't know how to do either of those two, and Cygwin has been a total pain for me. Can you help me? Thanks!

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#18 2016-12-23 23:05:32

Danny-E 33
Administrator
Registered: 2012-06-09
Post 1,005/1,023

Re: Editing Red/Blue Title Screen Text

So you have already been making modifications to the disassembly source code but you haven't been able to assemble the rom yet?
Have you looked at INSATLL.md? What step are you having trouble with?


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#19 2017-02-08 03:42:18

RDNNHDA
New member
Registered: 2016-11-22
Post 4/9

Re: Editing Red/Blue Title Screen Text

Well, I'm not really modifying the source code (sorta), I'm just adding data to the files like Makefile.file and roms.md5. The reason I'm doing this is because (for some reason) I wanted to make the ROM from scratch so I would be less likely to corrupt the ROMS that it's already generating. Here's what I've done with Makefile.file and roms.md5:

PYTHON := python
MD5 := md5sum -c --quiet

2bpp     := $(PYTHON) extras/pokemontools/gfx.py 2bpp
1bpp     := $(PYTHON) extras/pokemontools/gfx.py 1bpp
pic      := $(PYTHON) extras/pokemontools/pic.py compress
includes := $(PYTHON) extras/pokemontools/scan_includes.py

pokered_obj := audio_red.o main_red.o text_red.o wram_red.o
pokegreen_obj := audio_green.o main_green.o text_green.o wram_green.o
pokeblue_obj := audio_blue.o main_blue.o text_blue.o wram_blue.o

.SUFFIXES:
.SUFFIXES: .asm .o .gbc .png .2bpp .1bpp .pic
.SECONDEXPANSION:
.PRECIOUS: %.2bpp
.PHONY: all clean red green blue compare

roms := pokered.gbc pokegreen.gbc pokeblue.gbc

all: $(roms)
red: pokered.gbc
green: pokegreen.gbc
blue: pokeblue.gbc

compare: red green blue
@$(MD5) roms.md5

clean:
rm -f $(roms) $(pokered_obj) $(pokegreen_obj) $(pokeblue_obj) $(roms:.gbc=.sym)
find . \( -iname '*.1bpp' -o -iname '*.2bpp' -o -iname '*.pic' \) -exec rm {} +

%.asm: ;

%_red.o: dep = $(shell $(includes) $(@D)/$*.asm)
$(pokered_obj): %_red.o: %.asm $$(dep)
rgbasm -D _RED -h -o $@ $*.asm

%_green.o: dep = $(shell $(includes) $(@D)/$*.asm)
$(pokegreen_obj): %_green.o: %.asm $$(dep)
rgbasm -D _GREEN -h -o $@ $*.asm

%_blue.o: dep = $(shell $(includes) $(@D)/$*.asm)
$(pokeblue_obj): %_blue.o: %.asm $$(dep)
rgbasm -D _BLUE -h -o $@ $*.asm

pokered_opt  = -jsv -k 01 -l 0x33 -m 0x13 -p 0 -r 03 -t "POKEMON RED"
pokegreen_opt  = -jsv -k 01 -l 0x33 -m 0x13 -p 0 -r 03 -t "POKEMON GREEN"
pokeblue_opt = -jsv -k 01 -l 0x33 -m 0x13 -p 0 -r 03 -t "POKEMON BLUE"

%.gbc: $$(%_obj)
rgblink -n $*.sym -o $@ $^
rgbfix $($*_opt) $@

%.png:  ;
%.2bpp: %.png  ; @$(2bpp) $<
%.1bpp: %.png  ; @$(1bpp) $<
%.pic:  %.2bpp ; @$(pic)  $<

3d45c1ee9abd5738df46d2bdda8b57dc  pokered.gbc
74c39gff1nskl89hef5lysi7nz3qpox9  pokegreen.gbc
50927e843568814f7ed45ec4f944bd8b  pokeblue.gbc

Everything "green" related is the stuff I added in. I haven't tested this out yet, but I believe it'll recognize a "green" version and generate it. But other than that, everything seems to be going pretty good, except for the fact that I'm struggling with the Super Game Boy border, the Super Game Boy palette, Super Game Boy border palette, slot machine wheels palette, and the slot machine palette. Sorry if I'm asking a lot of things, I'm very new to ROM hacking.

Last edited by RDNNHDA (2017-02-08 03:43:22)


-Radon Nihoda!

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#20 2017-02-09 09:17:33

Fotomac
Member
Registered: 2015-10-25
Post 277/294

Re: Editing Red/Blue Title Screen Text

I remember helping someone with a similar problem about a couple of months ago by directing them to a (now-outdated) link for my pokered hack. Though the link's outdated, the version I used to help that person is still available here. Note that it includes the source code for that version, which should include palettes and also the Super Game Boy border and corresponding map file.

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#21 2017-02-09 23:18:07

RDNNHDA
New member
Registered: 2016-11-22
Post 5/9

Re: Editing Red/Blue Title Screen Text

Thank you so much! My ROM hack is finally complete. Now I just  need to figure out what I can do with it. I might put this in a cartridge.


-Radon Nihoda!

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