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Hi everybdy! Well, as some of you know I'm hacking Pokemon Yellow into Pokemon STRIKE! Yellow. The next step is to introduce a few new custom sprites to the game.
I've checked how to do so here (read post #14) and I've understood what I need to do so far. This is what Danny-E33 stated:
ld a, [$CF91] ; this is the RAM address of the internal ID of the Pokemon currently being loaded
ld b, a ; store Pokemon ID
cp $15 ; check if ID = $15 (Mew)
ld a, $01 ; store bank number for Mew
jr z, $25 ; jump forward 0x25 bytes if z-flag is set (if ID = $15)
ld a, b ; restore ID into a
cp $B6 ; check if ID = $B6 (Kabutops fossil)
ld a, $0B ; store bank number for Kabutops fossil
jr z, $1E ; jump forward 0x1E bytes if z-flag is set (if ID = $B6)
ld a, b ; restore ID into a
cp $1F ; check if ID < $1F
ld a, $09 ; store bank number
jr c, $17 ; jump forward 0x17 bytes if c-flag is set (if ID < $1F)
ld a, b ; restore ID into a
cp $4A ; check if ID < $4A
ld a, $0A ; store bank number
jr c, $10 ; jump forward 0x10 bytes if c-flag is set (if ID < $4A)
ld a, b ; restore ID into a
cp $74 ; check if ID < $74
ld a, $0B ; store bank number
jr c, $09 ; jump forward 0x09 bytes if c-flag is set (if ID < $74)
ld a, b ; restore ID into a
cp $99 ; check if ID < $99
ld a, $0C ; store bank number
jr c, $02 ; jump forward 0x02 bytes if c-flag is set (if ID < $99)
ld a, $0D ; store bank number
jp $24FD ; end
So, what's the problem? Since Yellow has different address for many ASM, this routine isn't at $1633. I've tried to put the right bytes in order to find the routine but it's not working, or maybe I'm searching the wrong bytes?
Sorry for the poor explanation.
Last edited by Drake|Seawood (2015-01-08 13:47:49)
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I found it at 0x1413. The ID=15 check is missing so apparently Mew's sprite is in bank 09 too.
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Hi everybdy! Well, as some of you know I'm hacking Pokemon Yellow into Pokemon STRIKE! Yellow. The next step is to introduce a few new custom sprites to the game.
I've checked how to do so here (read post #14) and I've understood what I need to do so far. This is what Danny-E33 stated:
ld a, [$CF91] ; this is the RAM address of the internal ID of the Pokemon currently being loaded ld b, a ; store Pokemon ID cp $15 ; check if ID = $15 (Mew) ld a, $01 ; store bank number for Mew jr z, $25 ; jump forward 0x25 bytes if z-flag is set (if ID = $15) ld a, b ; restore ID into a cp $B6 ; check if ID = $B6 (Kabutops fossil) ld a, $0B ; store bank number for Kabutops fossil jr z, $1E ; jump forward 0x1E bytes if z-flag is set (if ID = $B6) ld a, b ; restore ID into a cp $1F ; check if ID < $1F ld a, $09 ; store bank number jr c, $17 ; jump forward 0x17 bytes if c-flag is set (if ID < $1F) ld a, b ; restore ID into a cp $4A ; check if ID < $4A ld a, $0A ; store bank number jr c, $10 ; jump forward 0x10 bytes if c-flag is set (if ID < $4A) ld a, b ; restore ID into a cp $74 ; check if ID < $74 ld a, $0B ; store bank number jr c, $09 ; jump forward 0x09 bytes if c-flag is set (if ID < $74) ld a, b ; restore ID into a cp $99 ; check if ID < $99 ld a, $0C ; store bank number jr c, $02 ; jump forward 0x02 bytes if c-flag is set (if ID < $99) ld a, $0D ; store bank number jp $24FD ; end
So, what's the problem? Since Yellow has different address for many ASM, this routine isn't at $1633. I've tried to put the right bytes in order to find the routine but it's not working, or maybe I'm searching the wrong bytes?
Sorry for the poor explanation.
im having the same issue trying to add GS sprites.... please let me know when you find a fix for this...
thanks
waffa
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