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#51 2013-01-30 02:56:32

tysonrss
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Re: Pokemon Red, The Remake!

I apologize for taking so long, but I promise it will be uploaded in a few hours.


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#52 2013-01-30 03:13:25

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Re: Pokemon Red, The Remake!

Don't sweat it. The sprites insert correctly though, right? I know GSC has some compression, and a sprite bigger than the original may overwrite other data? (unless you use free space)
Also... did the version I give you fix the music assignments? Cinnabar, nugget bridge, cerulean... I think I missed fuscia... (that uses cerulean's music, right?)

Last edited by FroggestSpirit (2013-01-30 03:15:21)


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#53 2013-01-30 03:15:25

tysonrss
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Re: Pokemon Red, The Remake!

FroggestSpirit wrote:

Don't sweat it. The sprites insert correctly though, right? I know GSC has some compression, and a sprite bigger than the original may overwrite other data? (unless you use free space)

It should be okay provided the size of the image is the same, which they are. My only problem was getting the colors to display correctly so I changed the images to 256 bmp and they show up fine. Hopefully the format doesn't ruin anything..


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#54 2013-01-30 03:17:11

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Re: Pokemon Red, The Remake!

Compression will alter the size depending on the image. that's why pokemon in RBY are different file sizes even though the sprite may have the same dimensions.


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#55 2013-01-30 05:50:19

tysonrss
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Re: Pokemon Red, The Remake!

Okay finally here we go.
http://www.mediafire.com/?c3gs2aj7fzyya75

I changed the backsprite to Poketto's Red backsprite(Frog, your backsprite didn't look to well in the game too pixely)
All OWs have been changed(most important ones)
All trainer sprites have been replaced with revamped Yellow sprites
Sprite on trainer card has been changed to Red
Gym Leader badges and face prints applied to trainer card

And that's basically it. Took me two days but oh well.

EDIT: I found a bug. On route 4 the green person is supposed to be a girl not Red. So I'm asuming this is a connection problem as that has happened to me when dealing with connections. Also in Cerulean City when you go back to route 4 and go down the area looks different and is messed up. Another connection problem.

Last edited by tysonrss (2013-01-30 07:24:36)


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#56 2013-01-30 12:50:21

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Re: Pokemon Red, The Remake!

I'll take a look at the connections when I get home from work, and hopefully start on the buildings, and warps. Looking good so far, and loving the red sprite for the badge screen! (idk why they removed it in the american versions)


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#57 2013-01-30 21:49:36

tysonrss
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Re: Pokemon Red, The Remake!

Okay sounds great.

I edited Red's sprite on the badge screen a little bit because I realized his colors on his jacket were reversed from how the actual battle sprite looks...it could have been easier to reverse the colors on the battle sprite but that would have taken more space to reinisert. Here's what it looks like now. I'm thinking of changing the blue colors on teh trianer card to red.

2lc07c.jpg

In addition to that I changed the names on the name list to match Red version. I am still re learning some things, so my next goal is to fix the kanto map and replace johto wild/map data.

Last edited by tysonrss (2013-01-30 21:50:27)


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#58 2013-01-30 23:47:26

Chaos Rush
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Re: Pokemon Red, The Remake!

tysonrss wrote:

Okay sounds great.

I edited Red's sprite on the badge screen a little bit because I realized his colors on his jacket were reversed from how the actual battle sprite looks...it could have been easier to reverse the colors on the battle sprite but that would have taken more space to reinisert. Here's what it looks like now. I'm thinking of changing the blue colors on teh trianer card to red.

http://i50.tinypic.com/2lc07c.jpg

In addition to that I changed the names on the name list to match Red version. I am still re learning some things, so my next goal is to fix the kanto map and replace johto wild/map data.

The battle sprite only looks like that because the entire sprite is restricted to 2 shades (plus black and white). If anything, you should be modeling it after the original artwork:
Red_Green_Red.png
437px-Red_on_bike.png
562px-Red_on_computer.png
rather than a low resolution Game Boy tile map.


Also I don't think you should use Yellow sprites, since Brock and Misty's sprites were changed to their stupid anime outfits. The Gym Leaders should be revamps of the original Red/Green/Blue sprites to G/S/C style, and use the original Gen I artwork as a reference:
http://cdn.bulbagarden.net/upload/b/bd/ … _Brock.png
http://cdn.bulbagarden.net/upload/d/db/ … _Misty.png
http://cdn.bulbagarden.net/upload/2/27/ … _Surge.png
http://cdn.bulbagarden.net/upload/7/76/ … _Erika.png
http://cdn.bulbagarden.net/upload/2/28/ … e_Koga.png
http://cdn.bulbagarden.net/upload/2/26/ … abrina.png
http://cdn.bulbagarden.net/upload/e/e2/ … Blaine.png
http://cdn.bulbagarden.net/upload/1/1c/ … ovanni.png

Last edited by Chaos Rush (2013-01-30 23:51:30)

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#59 2013-01-30 23:49:22

tysonrss
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Re: Pokemon Red, The Remake!

Im not a spriter, besides I'm fine with things as they are.


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#60 2013-01-31 01:02:50

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Re: Pokemon Red, The Remake!

I think red looks like red either way. If people want, I could do the touch ups, but right now, I think it's more important to focus on the actual content. My day has been a little jammed, and I might be able to look at the map connection tonight. If it was just one female that loaded wrong, it might not be something to worry about if we need to move trainers around anyway to the location they are in red. I think I have roughly 135 indoor maps to insert... so that might be a bit of a doozy. Chipping away at it little by little might be a good idea. We need to work with the tile sets too. I'm going to insert the block data, and we can do the tilesets after, and they will fit into place. I want to try and atleast get the pokemon centers done, maybe the marts too.


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#61 2013-02-01 06:58:50

tysonrss
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Re: Pokemon Red, The Remake!

I don't know how to upload to git so I'll post it here. Although I did describe the changes on git. Be sure to check it out.

http://www.mediafire.com/?1omkiv41z61pm18


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#62 2013-02-01 12:51:27

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Re: Pokemon Red, The Remake!

I need a link to the git site with the repo. I couldnt find the changes in the windows program.


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#63 2013-02-01 20:02:02

tysonrss
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Re: Pokemon Red, The Remake!


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#64 2013-02-02 21:01:11

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Re: Pokemon Red, The Remake!

I want to try something a little different... I want to delete all johto stuff, but keep in mind where the space is freed. Then I want to repoint and reorder things so that they follow the same index and format of Red version. I'll reorder the music pointers, and maybe figure something out for the maps. This might make it easier to port other stuff over, and the map bank numbers and map numbers will match red.


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#65 2013-02-02 21:02:34

tysonrss
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Re: Pokemon Red, The Remake!

I've been working the past couple of hours trying to fix the fly data(when you choose to fly somewhere you've been)and it hasn';t been going to well. Maybe your way will work better.

What you're talking about doing here requires ASM.

EDIT: What you want to do is too much work for something that's already in the game. I'm going to roll back over to the file you uploaded to git and to try to find that blasted flag to stop the looping problem on the map.

Last edited by tysonrss (2013-02-02 22:37:07)


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#66 2013-02-03 01:42:22

tysonrss
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Re: Pokemon Red, The Remake!

Frog, I think the "simplist" thing to do here would be to use Johto but turn it into Kanto. Not the way I've done it but by actually turning all the maps themselves into Kanto themselves, this will also leave us with the other Kanto to do what we see fit. To be honest, that will be a ton more work but at least it will get the job done. And we have all the connection data so we're good.

Seems messy but we can totally use some of the already present scripts and work with them if we wanted to. Anyway, I'm going to get started right away. On a clean rom, so you are gonna have to reinsert the music routines and such. In addition to that, I'm going to use Tauwasser's tileset hack so we have more room for more tilesets. And also I'm going to be documenting some offsets when I insert sprites this time. So we can be clean this time around.

EDIT: Since I'm just going to rework Johto maps maybe we should use Crystal as a base instead. It's not really all that different from Gold, tables have different offsets. Or maybe we'll just stick to Gold :P

Last edited by tysonrss (2013-02-03 02:32:26)


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#67 2013-02-03 04:49:46

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Re: Pokemon Red, The Remake!

The more I think of it, the more I feel we should go with the patch to get 8MB out of the rom, and use the day night system as the adventure time.
With 8MB, we could possibly decompress stuff, like graphics, sort of how pokemon brown was. I feel that if we make this a rom base first, it will be easier in general. I want to stick with gold for now. I'm kind of torn between ideas, and what to dedicate time to. Though, I feel with getting somewhere, even just decompressing the battle sprites, it will make it easier to insert any pokemon sprite


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#68 2013-02-03 04:53:24

tysonrss
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Re: Pokemon Red, The Remake!

But...I want day and night :(


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#69 2013-02-03 07:25:12

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Re: Pokemon Red, The Remake!

FroggestSpirit wrote:

The more I think of it, the more I feel we should go with the patch to get 8MB out of the rom, and use the day night system as the adventure time.

I don't think you could make any real use of the remaining 4 MBytes of the rom. Original GB/C CPU can only look for data from rom banks 00 to 7F, leading into there being 127 (+1) different 0x4000 byte rom banks in all leading into the maximum size of the rom image being 2MBytes.

But if the game is going to be played on an emulator, there should be a solution for making it so data between 2MB - 4MB rom area could be used too. That way, a Gameboy cartridge couldn't be formed of the rom image any more.

Then again, even 2MB Gold and Silver rom files have plenty of free space as their own. Get rid of the original event, script and text data while inputting your own (or use most of the available free rom banks in the end of the rom file, that works too).

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#70 2013-02-03 07:42:39

comet
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Re: Pokemon Red, The Remake!

Miksy91 wrote:

Original GB/C CPU can only look for data from rom banks 00 to 7F, leading into there being 127 (+1) different 0x4000 byte rom banks in all leading into the maximum size of the rom image being 2MBytes.

GSC use the MBC3 memory bank controller, which caps out at $80 banks. Said patch uses MBC5 which allows for $200 banks in exchange for losing the RTC.

Last edited by comet (2013-02-03 07:44:05)

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#71 2013-02-03 08:01:43

Miksy91
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Re: Pokemon Red, The Remake!

Clearly I had no idea what I was talking about there. This clarified a lot though: http://gbdev.gg8.se/wiki/articles/Memor … ontrollers

Miksy91 wrote:

Then again, even 2MB Gold and Silver rom files have plenty of free space as their own. Get rid of the original event, script and text data while inputting your own (or use most of the available free rom banks in the end of the rom file, that works too).

I'm not denying this though.

Only thing MBC3 offers compared to MBC5 is the timer function, and it's significantly less efficient in other ways.

Anyway, this got me wonder that if there is plenty of available space in them, would it be possible to store data in different ram banks (A000-BFFF area) for further usage by simply "copy pasting" data in them from other parts of ram (like C000-DFFF area) or rom data ?

Last edited by Miksy91 (2013-02-03 08:09:30)

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#72 2013-02-03 15:48:19

FroggestSpirit
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Re: Pokemon Red, The Remake!

A few things...
I switched to Crystal, got the Time to read of of adventure time, and extended the rom to 8MB using MBC5.
The only thing I havent got yet is days, but that wont matter for a RBY remake.
Silph Co. might be broken, the song that is. I was inserting the songs in crystal, so this is what you need to change:
0xE9171 change 20 to 30
0x1C9D30 needs to read: 80 39 5D 01 00 5F 02 B6 60
0x1C9E08 needs to read: FE E7 5E FE E7 5E FE E7 5E
0x1C9EE5 change 54 to 64
0x1CA0B4 change 16 to 26
0x1CA196 change B2 to C2
Finally, jump back up to 0x1C9D21, and made sure it reads: FD 00 84 5C (fixes the end of Pokemon Tower)
Sorry about that, I typed in the wrong address when I was batch repointing them. It basically thought the song started at 0x1C9D20, when it really starts at 0x1C9D30.
Right now I'm just inserting a few things, and will get the maps and all that back in.
There is still night and day, it just changes based on adventure time, so 12 hours of play will make it night, though this could be changed to make time go by like... 4 times as fast. I might do that

Last edited by FroggestSpirit (2013-02-03 15:53:52)


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#73 2013-02-03 17:13:02

tysonrss
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Re: Pokemon Red, The Remake!

You can work on Crystal, I'm still going to work on Gold.

If I do switch it to Crystal then I'll just get rid of the night palettes for myself because that's the main reason I don't like playing at night during the day in the first place.

EDIT: Actually, screw it. I'll switch to Crystal after all, only because it's sexy. When we go to replace the tiles I want to keep the battle tower tiles for something we can use if we want to challenge gym leaders again.

Last edited by tysonrss (2013-02-03 17:24:37)


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#74 2013-02-03 18:19:15

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Re: Pokemon Red, The Remake!

Tyson, ill send you the crystal i got with the 8MB, music fixes, etc. Im starting all extra data so far at bank 80, so maybe i could take 80-BF, and you could do your data from banks C0-FF. That way we wont have to be asking (is this space free, can i use this bank, etc) its more than enough lol. Im going to do all the block data in order as rby, same with a lot of other data. The music is now in the rby order, but i will move the battle tower tileset if needed, so we can still use it


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#75 2013-02-03 18:19:48

tysonrss
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Re: Pokemon Red, The Remake!

Get on chat


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