Skeetendo

’Cause all games were better on the GBC

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#76 2016-06-11 22:35:31

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,333/3,578

Re: Expanding the Dex Past 255 Pokémon

Yes, in original Gen 2 (and in Red++, Pokered Gen II, etc) backsprites for Pokémon, Players, and the Old Man are all 48x48 pixels. Some websites may upload them centered inside larger images though, the same way Bulbapedia likes to give all front sprites the same dimensions, even though in-game they can be stored as 40x40, 48x48, or 56x56 depending on the Pokémon.

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#77 2016-06-11 23:31:06

bloodless
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From: Somewhere south of Never Land
Registered: 2016-05-06
Post 11/171

Re: Expanding the Dex Past 255 Pokémon

I'm currently at my girlfriends, will probably get chance to post in the afternoon (fyi I'm British, its half past midnight here). My sprites are being designed with Gen I colours in mind because that's the style front sprite I'm working on, the backsprites are however in gen II style using the 64x64 sprite resource over at pokecommunity as a a base.

Edit: thanks for the clarification Mateo, this is one time Google wasn't my friend

Last edited by bloodless (2016-06-11 23:35:42)


The saddest thing is there's no such thing as an ex addict. Either you're fighting addiction or you're not and if you start fighting you never stop. That's the nature of the monster.

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#78 2016-06-13 16:21:05

bloodless
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From: Somewhere south of Never Land
Registered: 2016-05-06
Post 12/171

Re: Expanding the Dex Past 255 Pokémon

Didn't get to my laptop yesterday but have managed some more devamp work today. I've had to make difficult choices regarding palette due to working with Gen I colours so the backsprites will probably need some serious recolouring to reach Gen II perfection but I'm happy with my work, I'm especially pleased with Shiftry because of the effort put into it. Wingull took a lot of work too but I feel that sprite still needs more work as, and maybe it's just me looking for errors but I think it looks a bit squashed.

D30k1ih.png

Edit: I'll be uploading them as individual files when I find chance

Last edited by bloodless (2016-06-13 16:26:06)


The saddest thing is there's no such thing as an ex addict. Either you're fighting addiction or you're not and if you start fighting you never stop. That's the nature of the monster.

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#79 2016-06-14 00:50:35

ShantyTown
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Registered: 2013-12-04
Post 307/344

Re: Expanding the Dex Past 255 Pokémon

bloodless wrote:

Didn't get to my laptop yesterday but have managed some more devamp work today. I've had to make difficult choices regarding palette due to working with Gen I colours so the backsprites will probably need some serious recolouring to reach Gen II perfection but I'm happy with my work, I'm especially pleased with Shiftry because of the effort put into it. Wingull took a lot of work too but I feel that sprite still needs more work as, and maybe it's just me looking for errors but I think it looks a bit squashed.

http://i.imgur.com/D30k1ih.png

Edit: I'll be uploading them as individual files when I find chance

I think these look really good.  Thanks for sharing!

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#80 2016-08-02 16:04:27

bloodless
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From: Somewhere south of Never Land
Registered: 2016-05-06
Post 23/171

Re: Expanding the Dex Past 255 Pokémon

Any updates on this? I've been working on tidying up my sprites here and am now able to make more regular progress, I hope this can help you guys out.


The saddest thing is there's no such thing as an ex addict. Either you're fighting addiction or you're not and if you start fighting you never stop. That's the nature of the monster.

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#81 2016-08-02 20:45:49

ShantyTown
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Registered: 2013-12-04
Post 313/344

Re: Expanding the Dex Past 255 Pokémon

bloodless wrote:

Any updates on this? I've been working on tidying up my sprites here and am now able to make more regular progress, I hope this can help you guys out.

We haven't worked on adding pokemon since June.  It gets pretty boring after a while...  We're completely finished with adding Gen 2 pokemon, so Gen 3 would be next.

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#82 2016-08-02 21:56:28

Mmmmmm
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From: West Virginia
Registered: 2015-05-17
Post 50/261

Re: Expanding the Dex Past 255 Pokémon

Yeah. It was some quick, mostly-thoughtless work I could use to take my mind off other things which is why I helped out so much in the month leading up to finals. Summer break started and I found myself working more on my music, and after we capped Gen 2 I thought "yeah that's good for now." I'll probably help with Gen 3 after fall starts, though I imagine it's going to be harder than Gen 2 because of Pokémon like Shedinja that would need special code to work accurately (even if you ignore Wonder Guard you'd need special code to cap it at 1HP) and the greater number of moves not in Gen 1.

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#83 2016-09-16 00:44:14

zilarch
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Registered: 2016-09-15
Post 1/1

Re: Expanding the Dex Past 255 Pokémon

So I was doing just that (need to do TM compatibility since gen I had a lot of weird ones), but I ran into two problems.

The first is that Treecko remains fainted permanently and evolves into a glitch Grovyle that crashes naturally the game doesn't like at all Treecko being index FF, so several things like healing the party ignore it and is prone to glitches. It needs a non-pokedex dummy entry before it.

Then pokemon past index 100 behave glitchily upon obtaining a new one, being half-classified after other mons. They still behave as they should for the most part and several things (like evolving) fix them, but they may get renamed.
Oddly, this also causes Red's palette to turn green (possibly Treecko's/Grovyle's palette?) in-battle.
qCsoLmc.png8NKRzdy.pngYPctAat.png


(Also it might be a good idea to know what'd be the standard to do for certain evolution methods/forms/basically different pokemon that share dex number. Namely for Wurmple and Castform.)

Last edited by zilarch (2016-09-16 00:45:04)

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#84 2016-09-16 01:19:40

Mmmmmm
Member
From: West Virginia
Registered: 2015-05-17
Post 101/261

Re: Expanding the Dex Past 255 Pokémon

Gen 3 Pokémon are going to start requiring special code to deal with their evolutions and formes, not to mention the ones that have abilities integral to their uniqueness. It's part of why I've been putting off helping further for now.

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#85 2016-09-16 01:28:13

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,389/3,578

Re: Expanding the Dex Past 255 Pokémon

I've already added the code for Wurmple's evo method to Red++ for future use, it would be simple to add here too. It does not require two duplicate Wurmple entries or anything weird like that either.

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#86 2016-09-16 05:07:54

ShantyTown
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Registered: 2013-12-04
Post 319/344

Re: Expanding the Dex Past 255 Pokémon

zilarch wrote:

So I was doing just that (need to do TM compatibility since gen I had a lot of weird ones), but I ran into two problems.

The first is that Treecko remains fainted permanently and evolves into a glitch Grovyle that crashes naturally the game doesn't like at all Treecko being index FF, so several things like healing the party ignore it and is prone to glitches. It needs a non-pokedex dummy entry before it.

Then pokemon past index 100 behave glitchily upon obtaining a new one, being half-classified after other mons. They still behave as they should for the most part and several things (like evolving) fix them, but they may get renamed.
Oddly, this also causes Red's palette to turn green (possibly Treecko's/Grovyle's palette?) in-battle.
http://i.imgur.com/qCsoLmc.pnghttp://i.imgur.com/8NKRzdy.pnghttp://i.imgur.com/YPctAat.png


(Also it might be a good idea to know what'd be the standard to do for certain evolution methods/forms/basically different pokemon that share dex number. Namely for Wurmple and Castform.)

Those are a lot of glitches that I haven't run into when adding pokemon whose index is greater than 255.  Either I didn't test very thoroughly, or you've made some error when inserting them.  Both of those seem like equal possibilities to me :)

EDIT:  I just added Treecko and Grovyle, and I saw similar glitches that you saw.  I haven't tested the >255 indexes in a long time, so there was probably a regression.  I'll try and spend some time over the next week to fix these things, since it's kind of hard to add the Gen 3 pokemon wihtout these glitches being fixed.

Last edited by ShantyTown (2016-09-16 05:58:09)

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#87 2016-09-27 15:40:52

FroggestSpirit
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Registered: 2012-03-12
Post 281/300
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Re: Expanding the Dex Past 255 Pokémon

@ShantyTown I'm kind of working on a similar project for pokemon crystal, maybe you could help too.
https://hax.iimarck.us/topic/6940/


This isn't easy to say, but…
Music and ASM hacker

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#88 2016-11-15 23:39:24

bloodless
Member
From: Somewhere south of Never Land
Registered: 2016-05-06
Post 78/171

Re: Expanding the Dex Past 255 Pokémon

To add to that, as of this week or next I'll be working on gen IV backsprites with blueemeralds fronts. I've found sources for V&VI but not all sprites are great so hopefully I'll find better ones in the devamp thread, as for VII there are some in devamp thread and I've made a few of the Alolan forms but that's up in the air at the.minute. I'm not great at front sprites but maybe I can fill in the blanks


The saddest thing is there's no such thing as an ex addict. Either you're fighting addiction or you're not and if you start fighting you never stop. That's the nature of the monster.

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#89 2016-11-16 06:19:08

ShantyTown
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Registered: 2013-12-04
Post 326/344

Re: Expanding the Dex Past 255 Pokémon

This evening I merged the latest pokered changes into the expand-dex branch.  Next I'll be fixing the known bugs which are blocking the insertion of new pokemon past id 255.

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#90 2016-11-16 10:24:34

FIQ
Member
Registered: 2016-09-17
Post 24/79

Re: Expanding the Dex Past 255 Pokémon

How are you dealing with index 255, 511 and 767? Are you just going to skip them considering how the game relies on it being Cancel in several places? Also how FF is the terminator in various lists, like trainers (unless it is stored vastly differently compared to Crystal)

If you're skipping them, are you going to shift the entire list upwards or place them in, say, index FE 00-02?

Last edited by FIQ (2016-11-16 10:39:29)

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#91 2016-11-16 14:54:15

ShantyTown
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Registered: 2013-12-04
Post 327/344

Re: Expanding the Dex Past 255 Pokémon

FIQ wrote:

How are you dealing with index 255, 511 and 767? Are you just going to skip them considering how the game relies on it being Cancel in several places? Also how FF is the terminator in various lists, like trainers (unless it is stored vastly differently compared to Crystal)

If you're skipping them, are you going to shift the entire list upwards or place them in, say, index FE 00-02?

Those lists are composed of 2-byte entries, so the terminators are now $FFFF.

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#92 2016-11-17 20:26:59

ShantyTown
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Registered: 2013-12-04
Post 328/344

Re: Expanding the Dex Past 255 Pokémon

I've fixed all of the bugs that I was aware of!  People should be able to add new pokemon with id > 255 without any problem now.  I was able to add Treecko, Grovyle, and Sceptile succesfully.

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#93 2016-11-17 21:28:55

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,429/3,578

Re: Expanding the Dex Past 255 Pokémon

Awesome, good to know! Now I guess one of these days I'll need to merge this (among other things) into Red++.

Although I'll still have to add additional things for that, like for Wonder Trade, and probably want to update the way genders work to be a bit cleaner so it will work with this.

Last edited by Mateo (2016-11-17 21:30:39)

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#94 2016-11-17 23:15:53

Mmmmmm
Member
From: West Virginia
Registered: 2015-05-17
Post 173/261

Re: Expanding the Dex Past 255 Pokémon

Whenever I try using a TM, the game crashes on me. It crashes before the "USE/QUIT" menu appears, to be more specific. I only found this out on a whim since I had a TM on my old save file, but I confirmed it not being a save bug by playing a new game up to the point in which you receive a TM.

Also, I noticed Sunflora is spelt "Funflora."


Now that the >255 bugs have been worked out I plan on adding to the project again.

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#95 2016-11-17 23:17:37

Rangi
Member
Registered: 2016-05-09
Post 341/870

Re: Expanding the Dex Past 255 Pokémon

Mmmmmm wrote:

Also, I noticed Sunflora is spelt "Funflora."

A common mistake, it's actually ſunflora. :P

Last edited by Rangi (2016-11-18 02:29:52)


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.5.1 released!

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#96 2016-11-17 23:25:42

Mmmmmm
Member
From: West Virginia
Registered: 2015-05-17
Post 174/261

Re: Expanding the Dex Past 255 Pokémon

It displays as Funflora in-game, regardless of what the error is in text/monster_names.asm.

cVjO7sz.png

There's nothing stopping me from fixing it myself, though, I guess I should have just committed a fix instead of bringing it up here since this is something within my abilities.

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#97 2016-11-17 23:59:15

ShantyTown
Member
Registered: 2013-12-04
Post 329/344

Re: Expanding the Dex Past 255 Pokémon

I'm going to keep a list of known bugs in the main post, so I/we don't forget about them.  Feel free to fix the "Funflora" typo.

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#98 2016-11-18 00:04:48

Faiyz
Member
Registered: 2016-09-01
Post 34/34

Re: Expanding the Dex Past 255 Pokémon

ShantyTown wrote:

I'm going to keep a list of known bugs in the main post, so I/we don't forget about them.  Feel free to fix the "Funflora" typo.

It will be a cool nickname to use as an inside joke.

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#99 2016-11-18 00:26:34

ShantyTown
Member
Registered: 2013-12-04
Post 330/344

Re: Expanding the Dex Past 255 Pokémon

I fixed the TM-related crash. (https://github.com/huderlem/pokered/com … 822c87bdac)
There was some old hack that I used, and apparently it stopped working.  So, I replaced it with another hack.

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#100 2016-11-18 02:36:02

Mmmmmm
Member
From: West Virginia
Registered: 2015-05-17
Post 175/261

Re: Expanding the Dex Past 255 Pokémon

Decided to add the Torchic line quickly to test it out and make sure I didn't see any bugs with indexes past >255, and I did not. I did notice that Pokédex entries after 255 have "001" at their Pokédex entry screen, and their Pokédex number loops back to 000 at 256 and increments normally from there, but you likely knew both of those things and I don't see them being high priority changes for a project like this.

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