Skeetendo

’Cause all games were better on the GBC

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#1 2015-11-23 02:31:18

Fotomac
Member
Registered: 2015-10-25
Post 93/293

pokegreen won't assemble

I just don't get why pokegreen.gbc refuses to assemble in Cygwin!

rgbasm -h -o red/main.o red/main.asm
rgblink -n pokered.sym -o pokered.gbc red/audio.o red/main.o red/text.o red/wram.o
rgbfix -jsv -k 01 -l 0x33 -m 0x13 -p 0 -r 03 -t "POKEMON RED" pokered.gbc
rgblink -n pokegreen.sym -o pokegreen.gbc
usage: rgblink [-t] [-m mapfile] [-n symfile] [-o outfile] [-p pad_value]
               [-s symbol] file [...]
Makefile:81: recipe for target 'pokegreen.gbc' failed
make: *** [pokegreen.gbc] Error 1

I don't understand why Cygwin's screaming at me just by reading this.

UPDATE: I knew I was missing something! It was in Makefile all along!

Last edited by Fotomac (2015-11-23 02:45:53)

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#2 2015-11-24 00:11:11

Fotomac
Member
Registered: 2015-10-25
Post 95/293

Re: pokegreen won't assemble

I'm having a new problem. My computer crashed, and there's little guarantee it'll come back with the contents of its hard drive intact, so I'm forced to do everything from scratch. However, though pokegreen.gbc is now assembling, it freezes at the immediate point between the intro and the title screen for some reason.

UPDATE: Disregard, I finally figured out I was missing something in "main.asm". I'll come back here if I get any further miscellaneous assembly problems.

Last edited by Fotomac (2015-11-24 00:39:25)

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#3 2016-03-02 04:59:46

lusentoj
Member
From: Sweden
Registered: 2016-02-29
Post 2/31

Re: pokegreen won't assemble

Wait, wait, IS there a pokegreen? Japanese pokemon green?! If so I really need this ;_; Or are you making it right now?

Sorry, I'm just confused because I haven't seen pokegreen mentioned anywhere else.

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#4 2016-03-02 05:21:36

Fotomac
Member
Registered: 2015-10-25
Post 167/293

Re: pokegreen won't assemble

It's simple to make, really. All you need to do is take a clean pokered (which only produces ROMs called pokered.gbc and pokeblue.gbc), add identifiers for the Green Version as necessary, and edit the makefile to tell the compiler to also produce a ROM called pokegreen.gbc. There are other, smaller things which I don't care to mention, because for now the important thing is to place the Green Version identifiers where they need to be placed.

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#5 2016-03-02 15:23:34

Danny-E 33
Administrator
Registered: 2012-06-09
Post 940/1,023

Re: pokegreen won't assemble

Fotomac, I don't think you understand how misleading you are being.
pokegreen does not exist.
What you have done is compiled a new rom called "pokegreen.gbc" that uses pokered's engine and some data that is specific to green (which right now is only data/title_mons.asm)
What you have not done is assembled a rom that is identical to Japanese Green.


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#6 2016-03-02 19:29:29

Fotomac
Member
Registered: 2015-10-25
Post 170/293

Re: pokegreen won't assemble

Oh. I guess I should've been clearer, then. Silly me. XP

But seriously, it would seem a simple ".gbc" is in this context the difference between clarity and misunderstanding. Sorry about the confusion.

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#7 2016-03-03 11:09:02

lusentoj
Member
From: Sweden
Registered: 2016-02-29
Post 5/31

Re: pokegreen won't assemble

Okay, thanks for clarifying! For now I've been using pokered, playing green to see all the dialogue and then finding the lines in red and editing from there as I go, my plan was to edit the palette, graphics and maps at the end. I'll keep working on that but if/when you do get pokegreen done, you'll definitely have at least one person here who'll use it!!

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#8 2016-03-03 17:06:01

Fotomac
Member
Registered: 2015-10-25
Post 171/293

Re: pokegreen won't assemble

All that's missing are the SGB border and slot machine graphics (I'm using the Red graphics for the latter for the time being). What I'm aiming for is a Green Version that more or less looks like the International Red/Blue Versions aesthetically while at the same time restoring each version to more or less how they played in Japan.

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