Skeetendo

’Cause all games were better on the GBC

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#1 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 67/3,578

Gold Titlescreen Editing

Originally by MeanMrMustard, clarified some by Mateo

******************************************************************************
1. Hacking the titlescreen
******************************************************************************
To hack the titlescreen you need: No$gmb ,  a hex editor, AgiXP and some kind of paint program.

First, Draw your Titlescreen using 4 colours like normal gamboy tiles.
After you've drawn it open up your rom in a hex editor and go to 
0x62B0 - Type in 00 (zero) until you get to 0x62EE.

Now find a blank space in the rom (a long run of "00" big enough to add your tiles) to put your titlescreen in.
Get the Offset and The Pointer of the blank space.

Now open AgiXP and load your titlescreen.
uncheck "pokemon/trainer inserting" box and type in your offset  e.g. &h115D8CF. Remember to put "&h" before the offset, or it will not insert properly. If you are using the English version, it will tell you this in Agixp as well.

Now the graphics are in the rom, but we have to make it load them.

remember the offset of the blank space? get the 3 byte pointer, and you should end up with something like 290040 or something. If you don't know how to calculate pointers by hand, use a pointer calculator. I use Pointerberechner but you can use whichever you like.

Now open your rom in a hex editor and go to 0x62b0 and type 21 xx yy 11 00 88  3E zz CD F0 0A  - xxyy is the last 2 bytes of the pointer e.g. 0040 and zz is the 1st e.g. 29

(That is actually you writing your own little ASM script there, telling it where the graphics are, where in the RAM to load it, and then calling the decompression routine, if you were wondering.)

Now that the game will load them, let's edit the tile arrangement.

Open No$GMB and play until you get to the titlescreen... then press ESC.
Press F5 and click on the BG Map Tab.

When you highlight the mouse over anything, it should tell you the Tile Number at the right side pannel.
That's how the map is set out, just a list of bytes in order telling it which tiles to show where.

Now go on the Tile Info Tab... Here it tells you the Tile no. aswell.
So find out how you arer going to arrange it and then go to 0x98616 in a hex editor and enter the bytes of the tiles you want. It's not as difficult as you would think, just time consuming. Also, as you probably notice by looking at it, this map also loads tiles that are off the screen too. These just load a blank tile. You can just skip over them and go down to where the next row of tiles start when entering. (I realized this the hard way when i started out.)

As for editing the pallets, I don't actually know how to change which pallets are loaded to where on the title screen. I just got creative with the tile arrangement and had a couple duplicate pallets to make the screen look the way it does in Secrets and Rumours. I'll update this once I figure out how to change that, it would be handy.

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#2 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 33/161

Re: Gold Titlescreen Editing

What about that newbie friendly one u showed me in TH?

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#3 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 69/3,578

Re: Gold Titlescreen Editing

Let's see, which one was that again? I'm assuming it didn't change everything this one did, if you can remember what all it did change it might help me find it faster

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#4 1970-01-01 00:33:30

Melash
Member
Registered: 2010-10-16
Post 16/132

Re: Gold Titlescreen Editing

Very useful tutorial, helped me out quite a bit. Now if only we can locate where the palette data (for each tile) is located. I'll search for it and see if I can come up with anything.

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#5 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 35/161

Re: Gold Titlescreen Editing

@mateo

Its that one whare u go in to hex editor, change a certain value, then go into TLP insert the bitmap in it, customize it and then save.

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#6 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 73/3,578

Re: Gold Titlescreen Editing

oh! okay I remember that one now. I'll PM it to you

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#7 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 38/161

Re: Gold Titlescreen Editing

Thanks  ;D

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#8 1970-01-01 00:33:30

Hyde~
Member
Registered: 2010-10-16
Post 4/47

Re: Gold Titlescreen Editing

It helps me  :D
Mateo,is it the same method your use to make Pkmn Sterling Silver:Cry of Celebi?
it look very cool  :D

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#9 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 90/3,578

Re: Gold Titlescreen Editing

Yep, thats the way that i made the sterling silver one

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#10 1970-01-01 00:33:30

Luigi-San
Member
Registered: 2010-10-16
Post 19/129

Re: Gold Titlescreen Editing

Just a quick question: Is there a certain size the titlescreen needs to be when you draw it in Paint?

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#11 1970-01-01 00:33:30

ayato
Member
Registered: 2010-10-16
Post 1/14

Re: Gold Titlescreen Editing

oh gosh, I am a total noob because I just start, but what does the X mean in 0x92 blah blah blah...   ;-[  ;-[

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#12 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 306/3,578

Re: Gold Titlescreen Editing

0x before a number signifies that it is hexadecimal, not decimal.

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#13 1970-01-01 00:33:30

ayato
Member
Registered: 2010-10-16
Post 2/14

Re: Gold Titlescreen Editing

I see thanks, can you send me a noob friendly one too, I still don't get some :3 eheheheh >> '

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#14 2010-11-17 09:21:36

Miksy91
Member
Registered: 2010-10-16
Post 180/2,339

Re: Gold Titlescreen Editing

Any ideas how to do this on yellow ?


The original title screen data begins at 0xF4700.
I'd like to make the game load the title screen at 0x10000 instead.
I searched for bytes 00 47 but I didn't find any offsets where byte 3D (Bank) would have been close to twose two.

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#15 2010-11-17 18:07:59

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 325/3,578

Re: Gold Titlescreen Editing

I honestly don't know about yellow. All I've really changed in yellow are maps and overworld sprites.  Hopefully someone here will know though.

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#16 2010-11-17 20:19:11

Sawakita
Administrator
Registered: 2010-10-16
Post 50/365

Re: Gold Titlescreen Editing

Actually the first pointer for Yellow's titlescreen's graphics is at $F46FB.

A little commented part of code:

Address $f453f:
;load GFX of "Pokèmon","Pika!","Yellow Version"
ld hl,$46fb    ;pointer to graphics
ld de,$9000
ld bc,$0730    ;length (=73 tiles)
ld a,$3d    ;bank number
call a,$009d

;load three remaining tiles for graphics of "Pokemon"
ld hl,$4e2b    ;pointer to graphics
ld de,$8fd0
ld bc,$0030    ;length
ld a,$3d
call a,$009d

;load GFX of Pikachu
ld hl,$4e5b    ;pointer to graphics
ld de,$8800
ld bc,$0400    ;length
ld a,$3d
call a,$009d

;load Pikachu's eyes' animation GFX
ld hl,$525b    ;pointer to graphics
ld de,$8f00
ld bc,$00c0
ld a,$3d
call a,$009d

;#1 tile arrangement (probably "Pokemon")
ld hl,$c3b6    ;RAM for tile arrangement
ld de,$45f9    ;arrangement pointer
ld bc,$0710    ;n of bytes = 70 <-- [7 rows] of [10 tiles wide]
call $45e7
ret

;#2 tile arrangement (probably "Pika!")
ld hl,$c3f6
ld de,$45f9
ld bc,$0407    ;n of bytes = 1c <-- [4 rows] of [7 tiles wide]
call $45e7
ret

and so on...

[all these routines are pointed from a code located in Bank01:41b8]

Last edited by Sawakita (2010-11-17 20:20:22)

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#17 2010-11-18 02:38:40

56/703

Re: Gold Titlescreen Editing

Sawakita wrote:
Address $f453f:
;load GFX of "Pokèmon","Pika!","Yellow Version"
ld hl,$46fb    ;pointer to graphics
ld de,$9000
ld bc,$0730    ;length (=73 tiles)
ld a,$3d    ;bank number
call $009d

A little more detail: $009D is a data copy routine. This block of code literally means "Copy $730 bytes from 3D:46FB to $9000" (where $9000 is a location in video RAM).

(The register choices for $009D are easy to remember: bc for byte count, de for destination.)

#18 2010-11-18 05:36:29

Miksy91
Member
Registered: 2010-10-16
Post 181/2,339

Re: Gold Titlescreen Editing

Thanks for the info !
I'll try to make this work :D

If it's only about changing the first part of the code, it should be easy though.

Edit:
I had some problems doing this as the title screen did load but not the way I wanted it to.
Btw, I tried to make the game load the japanese one.

yellown.png

So yeah, I believe I just keep the original one.
But, it's also fun to learn something new so thanks for the tips :)

Last edited by Miksy91 (2010-11-18 12:48:59)

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#19 2010-12-08 09:29:56

EvilOttoJr
Member
Registered: 2010-12-05
Post 5/86

Re: Gold Titlescreen Editing

As for palette editing the title screen:

Running around searching for tools on the internet I found a tool that does it. It is designed to work only on the original titlescreen but since you are not repointing the palette itself it should work on the same location. I can find it for you if you so request.

Nice tutorial by the way, I will definitely be doing this.

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#20 2011-02-15 10:22:11

Cloud
Member
Registered: 2010-12-18
Post 120/302

Re: Gold Titlescreen Editing

bgb00001.png
I'm confused. Why the titlescreen has more than 4 palettes + black and white?

Last edited by Cloud (2011-02-15 10:26:48)

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#21 2011-02-15 16:41:31

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 483/3,578

Re: Gold Titlescreen Editing

Because it doesn't just use one one pallet. Some tiles use one, some use others, and there is something that determines which tiles use which pallet, just like how tilesets can use more than 4 colours (but each tile can still only use 4 colours)

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#22 2011-04-17 10:21:07

Cheestendo
Member
Registered: 2011-03-30
Post 38/319

Re: Gold Titlescreen Editing

Can you send me the easy way? cause i tried this one , it didn't work i don't understand a lot of things of it.

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#23 2011-04-17 10:22:45

Tauwasser
Member
Registered: 2010-10-16
Post 127/452

Re: Gold Titlescreen Editing

Cheestendo wrote:

i don't understand a lot of things of it.

Could you be more specific? What don't you understand? What did you do? How did it turn out?

cYa,

Tauwasser

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#24 2011-04-17 11:11:36

Cheestendo
Member
Registered: 2011-03-30
Post 40/319

Re: Gold Titlescreen Editing

ok, let's start with ''After you've drawn it open up your rom in a hex editor and go to 
0x62B0 - Type in 00 (zero) until you get to 0x62EE.''
ok you can't find it with 0x in front , u can't even write x in a hex editor. and if you press goto and write it . it says bad offset number.

second , ''uncheck "pokemon/trainer inserting" box and type in your offset  e.g. &h115D8CF. Remember to put "&h" before the offset, or it will not insert properly. If you are using the English version, it will tell you this in Agixp as well.

Now the graphics are in the rom, but we have to make it load them.

remember the offset of the blank space? get the 3 byte pointer, and you should end up with something like 290040 or something. If you don't know how to calculate pointers by hand, use a pointer calculator. I use Pointerberechner but you can use whichever you like.

this place so not understanding. what is my offset? how to get the 3 byte pointer? and in a pointer calculator i got nothing close to 290040.

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#25 2011-04-17 13:33:23

Miksy91
Member
Registered: 2010-10-16
Post 328/2,339

Re: Gold Titlescreen Editing

Cheestendo wrote:

ok, let's start with ''After you've drawn it open up your rom in a hex editor and go to 
0x62B0 - Type in 00 (zero) until you get to 0x62EE.''
ok you can't find it with 0x in front , u can't even write x in a hex editor. and if you press goto and write it . it says bad offset number..

Gto the offset 62B0 with a hex editor and type in 00 until you get to the offset 62EE. "0x" in front of the offset tells you that the offset is in hexadecimal system (the offset would be different in decimal system (0x62B0 = 25264)).

Cheestendo wrote:

second , ''uncheck "pokemon/trainer inserting" box and type in your offset  e.g. &h115D8CF. Remember to put "&h" before the offset, or it will not insert properly. If you are using the English version, it will tell you this in Agixp as well.

&h in front of the offset is the same thing as "0x" above but AgiXp is programmed so that you've to write &h for it to work.
115D8CF is one possible offset where you could put the titlescreen in.

Cheestendo wrote:

this place so not understanding. what is my offset? how to get the 3 byte pointer?

Your offset is the offset where you want to insert the titlescreen.
Pointer Calculator could be a way for calculating pointers but for example I don't use it because it doesn't work on my computer, I had to learn how to calculate pointers on my own. I had a hard time with it but little by little, I learned how to calculate pointers properly.
To help other people out, I wrote this tutorial (beneath) about pointers. Read it but don't get discouraged if you don't understand it yet.

http://www.pokecommunity.com/showthread.php?t=235574

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