Skeetendo

’Cause all games were better on the GBC

You are not logged in.

#1 2015-10-15 08:27:18

Konsty
Member
Registered: 2014-05-24
Post 6/15

Pokered disassembly

So after having to Install, Delete & Reinstall cygwin around 12 times I finally got everything to work than I had to spend around an hour getting easy_install to actually work & run without issues so now i'm at this point and loosing faith xD

I have everything in it's respective folder etc.
I have triple checked every single step & still can't get this to work out properly.

Could I get some help ? :(

$ make
rgbasm -h -o red/audio.o red/audio.asm
ERROR:  red/audio.asm(1) -> red.asm(2) -> charmap.asm(1) :
        syntax error
Assembly aborted in pass 1 (1 errors)!
Makefile:79: recipe for target 'red/audio.o' failed
make: * [red/audio.o] Error 1

Offline

#2 2015-10-15 11:46:44

Crystal_
Member
From: Spain
Registered: 2012-09-16
Post 325/437
Website

Re: Pokered disassembly

Have you downloaded the most recent version of rgbds (v0.2.4) from here? https://github.com/bentley/rgbds/releases/ I recall helping someone who had a similar issue and it was because of that.

Offline

#3 2015-10-15 22:47:43

Konsty
Member
Registered: 2014-05-24
Post 7/15

Re: Pokered disassembly

That was it xD thank you!


I ended up with another error xD

After editing some of the picture files, I literally just renamed some of the trainer sprites like red to rival, rival to red and I get an error.
It's telling me that my color palette in gfx is 84 colors.... when its a default image ripped straight out of the pokered folder lol ?

Do I need to create a whole new 2bpp/pic file for each of the images that I changed or is it reading the png file by itself ?  Ps. Can not compile.

Untitled.jpg

And the error
-----------------
$ make red
rgbasm -h -o red/audio.o red/audio.asm
Traceback (most recent call last):
  File "extras/pokemontools/gfx.py", line 1929, in <module>
    main()
  File "extras/pokemontools/gfx.py", line 1925, in main
    method(args.filenames)
  File "extras/pokemontools/gfx.py", line 1853, in convert_to_2bpp
    export_png_to_2bpp(filename)
  File "extras/pokemontools/gfx.py", line 1450, in export_png_to_2bpp
    image, palette, tmap = png_to_2bpp(filein, **arguments)
  File "extras/pokemontools/gfx.py", line 1519, in png_to_2bpp
    assert len(palette) <= 4, 'Palette should be 4 colors, is really %d' % len(palette)
AssertionError: Palette should be 4 colors, is really 87
Makefile:79: recipe for target 'red/main.o' failed
make: *** [red/main.o] Error 1
----------------------


And if I do need to change the filetype so that red can read the gfx file what do I use ? I tried using tile molester but that only creates a gpl file (Do I just rename it) lol So confused.......

So I tried just renaming the png file to a 2bpp (error) I tried renaming the gpl file (error) I tried using WoodPression_1_1 to compress the GFX and tried renaming them to a .pic or a .2bpp file (error)

I figured since the sprites for Red & Rival are damn near on the exact palette that I could just replace the .png files, apparently not..

Tried google... no results lol.

Last edited by Konsty (2015-10-16 01:59:13)

Offline

#4 2015-10-16 02:44:12

Danny-E 33
Administrator
Registered: 2012-06-09
Post 913/1,048

Re: Pokered disassembly

You're making this part way too complicated. All you have to do is provide the .pngs. They will get converted and then compressed automatically when you build. The original error you're getting is exactly what it says it is.

"Palette should be 4 colors, is really 87"
The .png you provided contains 87 unique colors and of course gameboy graphics only contain up to 4 colors. All you have to do is correct the .png.


Red Hack: Pokémon Prototype

Total number of registered users: 8000+
Total number of active users: ~12

Offline

#5 2015-10-16 03:37:11

Konsty
Member
Registered: 2014-05-24
Post 8/15

Re: Pokered disassembly

Alright, but I still don't understand why it would throw an error at me if i'm using an image that was already in the game (meaning it should already be only 4 colors) to begin with "without modifications" how can it build the rom if the original image i.e rival3.png has 87 colors.

I'll also have to learn how to change the color Palette of a png image since I have no idea how to cut the color's from 87 to 4..
Is there a converter I can use or am I going to have to do it by hand in paint or photoshop ?

I don't even know how to check to see how many colors I have in the default image to begin with.

This is the image I renamed to red.png    I did not modify the file outside of a simple rename, how does this file contain 84 different colors? And if it does can you point me in the right direction on how to cut the 80 extra colors out of the image? :3
Untitled.jpg

Last edited by Konsty (2015-10-16 04:04:24)

Offline

#6 2015-10-16 04:13:50

Danny-E 33
Administrator
Registered: 2012-06-09
Post 914/1,048

Re: Pokered disassembly

If rival3.png has 87, then that is not an image that was already in the game.
You can use Paint to do it by hand, but I'm sure Photoshop has a tool to do it automatically. I use Gimp personally, and I know that Gimp can reduce an image's number of colors.

Well that file contains many many shades of grey, but that likely has been affected by uploading it to some image hosting site which converted it to a .jpg. But I would also suspect that the .png on your computer has many slightly different shades of grey.


Red Hack: Pokémon Prototype

Total number of registered users: 8000+
Total number of active users: ~12

Offline

#7 2015-10-16 04:17:31

Konsty
Member
Registered: 2014-05-24
Post 9/15

Re: Pokered disassembly

Danny-E 33 wrote:

If rival3.png has 87, then that is not an image that was already in the game.
You can use Paint to do it by hand, but I'm sure Photoshop has a tool to do it automatically. I use Gimp personally, and I know that Gimp can reduce an image's number of colors.


Alright I will give GIMP a try but I did take rival3.png / rename it red.png   attempted to compile and got that "palette" error. So I'm still lost on how the rival3.png file could jump from 4 colors to 87 just by renaming it :3 and mind you I did not get the images from outside sources I just took what was already in the "pic" folder and just did some little renames on rival.png rival1.png rival2.png rival3.png & red.png



Good lord.. Even in gimp I can not find the extra 80 something colors.. All I have are the 4 basics... why in the hell is this so complicated.. It should have just read the red.png that I renamed..

Step 1. Look in the pic folder of pokered
Step 2. Rename rival3.png to red.png
Step 4. Attempt to compile
Step 5. Error. :\




FIXED not too sure how..

Last edited by Konsty (2015-10-16 04:47:18)

Offline

Board footer

Powered by FluxBB