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’Cause all games were better on the GBC

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#51 2013-01-13 05:40:36

Freako
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

5 Year olds are very silly.

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#52 2013-01-13 05:54:55

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Touché.

FroggestSpirit wrote:

If you want, I could work on throwing in the GSC Kanto Trainer battle music?

Hmm. That doesn't sound like a bad idea. It would make it even more unique. But its name would have to be changed.. :P
I say go for it! :) Thanks alot.

Last edited by Danny-E 33 (2013-01-13 05:56:12)

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#53 2013-01-13 06:11:40

Hiredshogun
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Registered: 2012-07-09
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

How come when I try to play the ROM, it doesn't play in color?

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#54 2013-01-13 06:16:01

Danny-E 33
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#55 2013-01-13 06:20:45

comet
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

MeBoy doesn't support SGB features, so the display is monochrome like on GBC.

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#56 2013-01-13 06:23:36

Hiredshogun
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Danny-E 33 wrote:

Is your emulator set to SGB mode?

Yes, it is still in black and white. ( Ive tried on VBA and an android emulator)

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#57 2013-01-13 06:24:37

FroggestSpirit
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

I'll probably arrange a few instruments. I'll have to see what I can even do first. I kinda jumped in head first, because I want to use my extended version, but I don't know if it will fit. the shortened one that was actually in GSC might.


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#58 2013-01-13 06:26:28

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

I know LameBoy, for NDS, supports SGB features, which is my mobile emulator.
I don't use VBA, but I took a look at it, and I loaded the game, selected Options->Gameboy->SGB and reloaded the game and it displayed in color.

Last edited by Danny-E 33 (2013-01-13 06:35:23)

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#59 2013-01-13 06:42:46

Hiredshogun
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Danny-E 33 wrote:

I know LameBoy, for NDS, supports SGB features, which is my mobile emulator.
I don't use VBA, but I took a look at it, and I loaded the game, selected Options->Gameboy->SGB and reloaded the game and it displayed in color.

Youre right actually, I see what I did wrong. Thanks!

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#60 2013-01-13 06:55:45

Danny-E 33
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#61 2013-01-13 16:44:00

FroggestSpirit
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Here you go!
https://anonfiles.com/file/7419f6de1f95 … 97221fac13
I got a little lazy, RBY doesn't have all the instruments that GSC has, and the song is a little higher pitched (because it used a pitch change to lower it, and idk if RBY has that same command). I would have done the Wild battle aswell, but there wasn't enough room.


This isn't easy to say, but…
Music and ASM hacker

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#62 2013-01-13 18:32:01

MetalKnick
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Registered: 2012-11-25
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Did you replace the song, or just add it in?

EDIT: Never mind. I figured it out.

Last edited by MetalKnick (2013-01-13 18:41:24)

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#63 2013-01-14 02:58:11

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

FroggestSpirit wrote:

Here you go!
https://anonfiles.com/file/7419f6de1f95 … 97221fac13
I got a little lazy, RBY doesn't have all the instruments that GSC has, and the song is a little higher pitched (because it used a pitch change to lower it, and idk if RBY has that same command). I would have done the Wild battle aswell, but there wasn't enough room.

Very nice!
And I think you can tell the game to look in a different bank for a song. I'd have to look into it, but if I repointed the wild battle theme to an empty bank, would you mind doing that for me too? Are there other songs that would fit well into this?

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#64 2013-01-14 03:03:23

593/703

Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Danny-E 33 wrote:
FroggestSpirit wrote:

Here you go!
https://anonfiles.com/file/7419f6de1f95 … 97221fac13
I got a little lazy, RBY doesn't have all the instruments that GSC has, and the song is a little higher pitched (because it used a pitch change to lower it, and idk if RBY has that same command). I would have done the Wild battle aswell, but there wasn't enough room.

Very nice!
And I think you can tell the game to look in a different bank for a song. I'd have to look into it, but if I repointed the wild battle theme to an empty bank, would you mind doing that for me too? Are there other songs that would fit well into this?

Most RBY songs were remixed in some way for GSC. It’s easier to list ones that weren’t: title screen (doesn’t loop), rival theme, rival final battle, credits, Cinnabar Island, Silph Co., Cinnabar Mansion, Pokémon Tower, bicycle, maybe one or two others.

#65 2013-01-14 03:49:58

Chaos Rush
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Registered: 2010-10-16
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Please don't use Johto tiles for the overworld. There's a reason why in G/S/C, Kanto had a different tileset from Johto: Because Kanto is not Johto. Kanto is supposed to look different from Johto.

Or, if you want to include Johto tiles, make that an option, rather than forcing us. Like, include a separate patch that keeps the Kanto tiles. Or even a patch that uses Japanese Red/Green tiles (which I've already made for both Red and Blue. Coincidentally, G/S/C Kanto tiles is the same as Japanese Red/Green tiles)

Last edited by Chaos Rush (2013-01-14 03:50:52)

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#66 2013-01-14 05:12:20

MetalKnick
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Registered: 2012-11-25
Post 5/19

Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

IIMarckus wrote:
Danny-E 33 wrote:
FroggestSpirit wrote:

Here you go!
https://anonfiles.com/file/7419f6de1f95 … 97221fac13
I got a little lazy, RBY doesn't have all the instruments that GSC has, and the song is a little higher pitched (because it used a pitch change to lower it, and idk if RBY has that same command). I would have done the Wild battle aswell, but there wasn't enough room.

Very nice!
And I think you can tell the game to look in a different bank for a song. I'd have to look into it, but if I repointed the wild battle theme to an empty bank, would you mind doing that for me too? Are there other songs that would fit well into this?

Most RBY songs were remixed in some way for GSC. It’s easier to list ones that weren’t: title screen (doesn’t loop), rival theme, rival final battle, credits, Cinnabar Island, Silph Co., Cinnabar Mansion, Pokémon Tower, bicycle, maybe one or two others.

Bicycle was somewhat remixed into the Bug Catching contest. Though that song wouldn't fit for a bike theme.

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#67 2013-01-14 07:58:01

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

IIMarckus wrote:
Danny-E 33 wrote:
FroggestSpirit wrote:

Here you go!
https://anonfiles.com/file/7419f6de1f95 … 97221fac13
I got a little lazy, RBY doesn't have all the instruments that GSC has, and the song is a little higher pitched (because it used a pitch change to lower it, and idk if RBY has that same command). I would have done the Wild battle aswell, but there wasn't enough room.

Very nice!
And I think you can tell the game to look in a different bank for a song. I'd have to look into it, but if I repointed the wild battle theme to an empty bank, would you mind doing that for me too? Are there other songs that would fit well into this?

Most RBY songs were remixed in some way for GSC. It’s easier to list ones that weren’t: title screen (doesn’t loop), rival theme, rival final battle, credits, Cinnabar Island, Silph Co., Cinnabar Mansion, Pokémon Tower, bicycle, maybe one or two others.

Yeah, maybe we could complete an accurate list of songs that do/don't have GSC remixes and repoint them to empty banks as necessary to put them in. It's about time I learn exactly how songs work anyway. I only have an elementary understanding of what bytes mean what note etc. I don't actually understand how the notes work together, or how effects or loops work etc.

Chaos Rush wrote:

Please don't use Johto tiles for the overworld. There's a reason why in G/S/C, Kanto had a different tileset from Johto: Because Kanto is not Johto. Kanto is supposed to look different from Johto.

Or, if you want to include Johto tiles, make that an option, rather than forcing us. Like, include a separate patch that keeps the Kanto tiles. Or even a patch that uses Japanese Red/Green tiles (which I've already made for both Red and Blue. Coincidentally, G/S/C Kanto tiles is the same as Japanese Red/Green tiles)

Yeah, if I improved Red's tilesets, I would use GSC's Kanto tiles rather than Johto's. Which I guess means I'd be using Red/Green's tiles. I'll look into it more before anything's official.
For now, could you link me to your Red patch for this tileset update?

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#68 2013-01-14 15:52:46

FroggestSpirit
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Actually... If this were GSC, it'd be simple to throw a song in another bank... But RBY does it differently.
RBY has 3 banks for music IIRC, and each one has a copy of the music engine in it.
The bank with the battle music, also contains the sound effects for attacks, and possibly the cries.
So the easiest way, is to have the game do a check for the music being called, and jump it to a DUPLICATE of bank 8.
Real bank 8 could contain maybe one remix, and the 3 victory themes, then the duplicate could contain the other 2-3 battle remixes.
As for town themes and etc, if we were going to do all this, it might be easier to port GSC's entire sound system. (though this might upset the SFX and Cries)
I have a version of Red that I stripped down into a simple music player, if you want to look at it.


This isn't easy to say, but…
Music and ASM hacker

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#69 2013-01-14 18:54:06

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

That would be wonderful! If attacks and cries could work out, I'm all for doing what I can to help make this work.

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#70 2013-01-14 19:18:23

FroggestSpirit
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

I did some ASM work, duplicated bank 8 to bank 30, and routed both the trainer battle and wild battle to that spot. (also added a few GSC instruments)
The wild battle still sounds a little off at some parts (probably from that pesky note mod command), and I finally got my extended version of the trainer battle in!
https://anonfiles.com/file/8c8c09ec27d3 … ce525286b6
Basically, the code would check what bank the song is, and jump to a specific spot. What i did, is have it jump to the end of the bank, no matter what it is, and at the end of each bank is a jump or call command to take care of the rest. also, at like... 0x3FB0,I have code where it changes the bank for trainer and wild battles to bank 30, so if possible, leave that blank space alone.

Edit: Actually, I hate to say it, but it appears there's a freeze if you lose a battle or run away. I'll have to look into it sometime.

Last edited by FroggestSpirit (2013-01-14 19:44:10)


This isn't easy to say, but…
Music and ASM hacker

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#71 2013-01-14 21:20:25

TheYena
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Registered: 2012-07-03
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

I can't patch the file. I keep getting an error saying "Couldn't open file for reading!"

Shame. I'd have liked to patch it to a rom to play.


You know the glitches that exist in the Pokémon games?
Only the ones named "MISSINGNO." are Missingno.
The others are not. They are their own glitches with their own names.
Sorry, it's a... thing that bugs me a little.

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#72 2013-01-15 02:10:24

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

FroggestSpirit wrote:

I did some ASM work, duplicated bank 8 to bank 30, and routed both the trainer battle and wild battle to that spot. (also added a few GSC instruments)
The wild battle still sounds a little off at some parts (probably from that pesky note mod command), and I finally got my extended version of the trainer battle in!
https://anonfiles.com/file/8c8c09ec27d3 … ce525286b6

Very impressive!

FroggestSpirit wrote:

Basically, the code would check what bank the song is, and jump to a specific spot. What i did, is have it jump to the end of the bank, no matter what it is, and at the end of each bank is a jump or call command to take care of the rest. also, at like... 0x3FB0,I have code where it changes the bank for trainer and wild battles to bank 30, so if possible, leave that blank space alone.

Could you expand on exactly what you mean here? I just want to have a bit of a better understanding, that's all.

FroggestSpirit wrote:

Edit: Actually, I hate to say it, but it appears there's a freeze if you lose a battle or run away. I'll have to look into it sometime.

That's alright, we'll figure it out.

Are we going to attempt to port the majority of the GSC music engine?? :P
I say, let's be ambitious!
Now, if I emailed you, is that something you would check regularly?

And could I check out your Pokemon Red as a music player? :)

TheYena wrote:

I can't patch the file. I keep getting an error saying "Couldn't open file for reading!"

Shame. I'd have liked to patch it to a rom to play.

Hm. Are you using the download from the first post? What patching tool are you using?

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#73 2013-01-15 02:32:24

FroggestSpirit
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Registered: 2012-03-12
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

I'd rather not port crystal's sound engine... but... I was thinking that we can have the songs in banks separate from the music engine (like how crystal does)
What I meant was, the original code was like:
if bank is 2, call to 5544.
if bank is 8, call to 6688.
else, call to 7733. (which would be bank 1F).
now, they all call to, lets say 7FFA.
so at 7FFA in bank 2, it jumps to 5544.
at 7FFA in bank 8, it jumps to 6688, and so on.
These arn't the exact locations, but just for examples sake.
The music player: https://anonfiles.com/file/484c43a14a1f … ee125898bd
use Up down left right to change song, and a/b change the duty of pulses 1 and 2 (just for fun)

Also, I found a small oversight... The badge screen still shows the faces of the gym leaders from RBY graphics

Last edited by FroggestSpirit (2013-01-15 02:40:07)


This isn't easy to say, but…
Music and ASM hacker

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#74 2013-01-15 03:19:56

Danny-E 33
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

FroggestSpirit wrote:

I'd rather not port crystal's sound engine... but... I was thinking that we can have the songs in banks separate from the music engine (like how crystal does)

I don't know how the music engines work in any of the games.. I wish I could be a bit more help with brainstorming.. :P

FroggestSpirit wrote:

What I meant was, the original code was like:
if bank is 2, call to 5544.
if bank is 8, call to 6688.
else, call to 7733. (which would be bank 1F).
now, they all call to, lets say 7FFA.
so at 7FFA in bank 2, it jumps to 5544.
at 7FFA in bank 8, it jumps to 6688, and so on.
These arn't the exact locations, but just for examples sake.

Okay, that makes enough sense I think.

FroggestSpirit wrote:

The music player: https://anonfiles.com/file/484c43a14a1f … ee125898bd
use Up down left right to change song, and a/b change the duty of pulses 1 and 2 (just for fun)

That is just brilliant! I love it!
I'm amazed...
So would this work as a tester for custom music? Could I overwrite tracks in that ROM directly to test new tracks?

FroggestSpirit wrote:

Also, I found a small oversight... The badge screen still shows the faces of the gym leaders from RBY graphics

Ah! Thank you! I forgot all about that.

Last edited by Danny-E 33 (2013-01-15 03:23:16)

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#75 2013-01-15 04:17:55

FroggestSpirit
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Re: Pokémon Red - Gen. II Graphics And Music Patch V2.0

Fixed the crash, and added the Kanto Gym Leader Battle. I might touch up the songs, and maybe remix the champion for you before I post it again


This isn't easy to say, but…
Music and ASM hacker

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