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’Cause all games were better on the GBC

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#1 2016-03-20 23:41:54

Montblanc
Member
Registered: 2016-02-23
Post 5/47

Editing Gen 1 stuff to recreate a Green Version

Hello,

As I said in a preovious post, I'm trying to do a hack of the R/B in my lenguage to turn it into something similar to the Green version. It's the first PKMN hack I ever do. My idea is to make two versions, the first one with only front sprites, texts and the SGB border reversed as a "what-if" Green was released together with Red. For the second version I'm planning to do more changes and make it look as similar as possible to the original Japanese Green.

So far this is what I did and plan to do:


Version 1:


* Replace the name version from the title screen [Done]

* Change the 'mascot' starter and the depicted species on the title screen [Done]

* Change the front sprites of the 151 species [Done]

* Match wild PKMN locations [Done]

* Edit all texts that mention the blue version [Done, repointed the text using the thingy table I found]

* Change the palette of the SGB border [Done]



To do:

* Replace the icons from the slot machines [Found the sprites using Tile Layer Pro, but cannot figure how it works. Some lines of the graphics are printed on screen differently!]

* Change the species from the cards in the SGB border and the version name [Again I found the tiles, but none of the emulators I tried show the tile numbers of the border, so it's going to be harder]

* Edit Pokédex entries [Already learnt how to edit and repoint text]



And what I plan for the second version:


* Restore the "presents" text under the Gamefreak logo [Tiles are still there, have to find how it does it the original game]

* Edit Gamefreak and the Nidorino jumping sound effects [Still didn't look anything about sound data or how it works]

* Change Copyright year and Red sprite in the title screen [That looks easy]

* Replace map and text border tiles to match the original [Again that looks easy, I've seen where they are]

* Fix the animation for the flowers [The original animation seems to use only two movements]

* Edit Cerulean Cave map [I found tools for that, but I'll try to change it by myself. Move Mewtwo's place in the map is what worries me]

* Change Old man's text and fix the wrong information about evolutions that the NPC say after doing the in-game trades.

* Edit SGB palettes for different locations.

* Not sure about this one: restore the flashing animations of moves like Thunderbolt, Hyper Beam...[I'm trying to understand how the animations work, found a few posts with information here]


If anyone knows how to do, where to find information or can give me clues to do the changes I plan (even if is with offsets for the English version), I will be very thankful :)



What I need to find the most right now is how to change the slot machine sprites and how to easily reorganize the SGB border tiles (I started with a Red version ROM, so the border is almost the same).




BTW I want to leave this here. It is a .zip that contains all the 151 R/G Japanese front sprites, already compressed using stag019's compressing tool, in case anyone wants to 'greenify' another ROM. My idea was originally to re-do the same changes in any other translated Red version for the 20th anniversary, but it's being too much even doing it in mine. So I want to make it easier for anyone trying to do the same in the future:


http://s000.tinyupload.com/index.php?fi … 4264626756

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#2 2016-03-21 00:41:10

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 152/193

Re: Editing Gen 1 stuff to recreate a Green Version

I made an italian Green version as italian Blue like base. Without changing the frontsprites 'cause IMHO were beta stuff, however the wild pokémons of international Blue are the same of Japaneese Green. What have you changed?


The italian Pokémon Green creator.

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#3 2016-03-21 02:56:34

KeiTaRo
Member
Registered: 2015-12-05
Post 6/40
Website

Re: Editing Gen 1 stuff to recreate a Green Version

The slot machine tilemap isn't too hard! go to gfx/tilemaps and open slotmachine.map in a hex editor. Go to 0x379EF in a Japanese Pokemon Green rom and copy 0xF0 bytes, paste it over the data in slotmachine.map and you're all set :) the slot machine SGB pallet is located at 0x72B86 in the Green rom.

as for the SGB border, its tilemap is located at 0x72BDE in a Japense Green rom, and is 0x700 bytes long. Paste that in to your sgbborder.map file and you'll be all set! If you want to remove the "POCKET MONSTERS!" text at the bottom similar to how the US (and other?) releases did, go to 0x60C in your sgbborder.map file and replace 0x28 bytes with the data from this same location in an unmodified Red version sgbborder.map file!

Last edited by KeiTaRo (2016-03-21 18:42:08)

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#4 2016-03-21 13:00:46

lusentoj
Member
From: Sweden
Registered: 2016-02-29
Post 27/31

Re: Editing Gen 1 stuff to recreate a Green Version

I've been working on this too, with Pokered and the red rom as the base.

Remember to change the tilesets to match Green's too!! Ex. the windows, roofs and doors on the houses are different. You're right about the flowers, they only use two frames. I've redrawn most of the tilesets already (you can just copy most of them from ex. the forest tileset) but, since I'm using pokered it's all in .png format.

Last edited by lusentoj (2016-03-21 13:05:44)

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#5 2016-03-22 01:44:20

Montblanc
Member
Registered: 2016-02-23
Post 6/47

Re: Editing Gen 1 stuff to recreate a Green Version

Halfshadow wrote:

I made an italian Green version as italian Blue like base. Without changing the frontsprites 'cause IMHO were beta stuff, however the wild pokémons of international Blue are the same of Japaneese Green. What have you changed?

I don't see them as a beta but as a "first version" or "first attempt". :P Yes wild mons are the same of the Blue version, but since I started with a Red ROM the change was needed.



KeiTaRo wrote:

The slot machine tilemap isn't too hard! go to gfx/tilemaps and open slotmachine.map in a hex editor. Go to 0x379EF in a Japanese Pokemon Green rom and copy 0xF0 bytes, paste it over the data in slotmachine.map and you're all set :) the slot machine SGB pallet is located at 0x72B86 in the Green rom.

as for the SGB border, its tilemap is located at 0x72BDE in a Japense Green rom, and is 0x700 bytes long. Paste that in to your sgbborder.map file and you'll be all set! If you want to remove the "POCKET MONSTERS!" text at the bottom similar to how the US (and other?) releases did, go to 0x60C in your sgbborder.map file and replace 0x28 bytes with the data from this same location in an unmodified Red version sgbborder.map file!

Hmm these steps are for pokered right? I'm editing the actual ROM using a hex editor. Is there any ROM map or a offset list for the original green version? With that it would be easy, as I can just search the equivalent offset for the code in my ROM and paste it overwritting the old bytes. Do you know how to limit the frames of the flowers too?

lusentoj wrote:

I've been working on this too, with Pokered and the red rom as the base.

Remember to change the tilesets to match Green's too!! Ex. the windows, roofs and doors on the houses are different. You're right about the flowers, they only use two frames. I've redrawn most of the tilesets already (you can just copy most of them from ex. the forest tileset) but, since I'm using pokered it's all in .png format.

Yes, I have that in mind but first I want to replace any traces of the original version. ROM header, wild mons, texts with the version name and frame color are already done, only the slot machines, prizes and SGB remain.  I can copy the graphics directly to the ROM using Tile Layer Pro, opening both ROMs at the same time and just dragging  and dropping the tiles from one to the other.

I'm working directly with the translated ROM because I want to keep the official translation... Is possible just copy the text data from a ROM to Pokered?

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#6 2016-03-22 10:17:59

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 153/193

Re: Editing Gen 1 stuff to recreate a Green Version

If you use an hex editor you can use the rom that you want, not only Red 'cause is disassembled. I've used italian Blue that don't have a disassembly, I've changed the name on the main screen, the colour of the version name, the SGB frame, the palette the the GBC loads when the game starts, the NPC trades, the game corner prizes, the wild pokémons (for match with japaneese Blue 'cause international Blue was an hybrid between japaneese Blue and Green) and the name of the version in the ending credits, the default name from BLU to VERDE (italian names) and other things. All with an hex editor.


The italian Pokémon Green creator.

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#7 2016-03-22 22:34:38

Montblanc
Member
Registered: 2016-02-23
Post 7/47

Re: Editing Gen 1 stuff to recreate a Green Version

How did you change the color that GBC bootstrap uses with the game? I read it has the hash of some games preloaded so when it detects a specific games applies that palette. Is possible to fake that?

Edit: This was what I mean:

2n8v3gl.png

This is how the tiles look when arranged. But the game draws them properly! The bottom line of graphics is moved to the center of the icons, other line affects the top of the image and so on...

PS: With the offsets KeiTaRo gave me and searching the equivalent bytes for my ROM I already moved the border tiles and changed the slot machines palette. Now I only need to edit a few bytes for the border to show the text in my lenguage. As for the slot machine icons, I will continue to investigate...

Last edited by Montblanc (2016-03-22 23:36:42)

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#8 2016-03-22 23:23:00

Ammako
Member
Registered: 2016-03-06
Post 9/83

Re: Editing Gen 1 stuff to recreate a Green Version

You can change that by changing the internal game name of the rom to "POKEMON GREEN"


I get moody during that time of the month. You know, with the full moon and all.

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#9 2016-03-24 00:56:39

Tauwasser
Member
Registered: 2010-10-16
Post 443/447

Re: Editing Gen 1 stuff to recreate a Green Version

Montblanc wrote:

How did you change the color that GBC bootstrap uses with the game? I read it has the hash of some games preloaded so when it detects a specific games applies that palette. Is possible to fake that?

Edit: This was what I mean:

http://i65.tinypic.com/2n8v3gl.png

This is how the tiles look when arranged. But the game draws them properly! The bottom line of graphics is moved to the center of the icons, other line affects the top of the image and so on...

Try the left and right buttons on your keyboard to align the tiles properly to whatever byte boundary they are on. If your editor doesn't use left/right arrow keys, try plus and minus.

cYa,

Tauwasser

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#10 2016-03-25 01:01:06

Montblanc
Member
Registered: 2016-02-23
Post 8/47

Re: Editing Gen 1 stuff to recreate a Green Version

Ammako wrote:

You can change that by changing the internal game name of the rom to "POKEMON GREEN"

Thanks! Already did that but at least VBA-M still uses grays when setting GBC mode...



Tauwasser wrote:

Try the left and right buttons on your keyboard to align the tiles properly to whatever byte boundary they are on. If your editor doesn't use left/right arrow keys, try plus and minus.

cYa,

Tauwasser

Yeah seems the pixels at the bottom of the tiles were part of the next one, even if it was part of another icon. I arranged them vertically and that way they were easy to edit.





So the SGB border and the slot machines are finished. This is how it looks now:

r94r39.png


I already ported the map tiles (roof, windows, bushes, tall grass, signpost)... but the flowers although the tile was changed the game still shows the old one:

n5fxar.png

I'm still trying to figure from where it is loading it and how reduce the animation frames in two.

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#11 2016-03-25 01:07:10

Danny-E 33
Administrator
Registered: 2012-06-09
Post 943/1,023

Re: Editing Gen 1 stuff to recreate a Green Version

The graphics tiles are in gfx/tilesets/flower/ and the routine that loads them is UpdateMovingBgTiles: which is in home/vcopy.asm
Editing this routine to alternate between two flower frames should be pretty easy.


Red Hack: Pokémon Prototype

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#12 2016-03-25 02:17:26

Ammako
Member
Registered: 2016-03-06
Post 11/83

Re: Editing Gen 1 stuff to recreate a Green Version

Montblanc wrote:
Ammako wrote:

You can change that by changing the internal game name of the rom to "POKEMON GREEN"

Thanks! Already did that but at least VBA-M still uses grays when setting GBC mode...

You need gbc_bios.bin, and you have to configure VBA to make use of said bios file.


I get moody during that time of the month. You know, with the full moon and all.

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#13 2016-03-25 02:32:22

Fotomac
Member
Registered: 2015-10-25
Post 182/294

Re: Editing Gen 1 stuff to recreate a Green Version

Is it possible to do any of this via Assembly hacking? And can you post the Green Version's tileset? Thanks!

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#14 2016-03-26 02:49:24

Montblanc
Member
Registered: 2016-02-23
Post 9/47

Re: Editing Gen 1 stuff to recreate a Green Version

Danny-E 33 wrote:

The graphics tiles are in gfx/tilesets/flower/ and the routine that loads them is UpdateMovingBgTiles: which is in home/vcopy.asm
Editing this routine to alternate between two flower frames should be pretty easy.

But that is for pokered? I'm editing the ROM directly using an hex editor and Tile Layer Pro... I'm gonna try to install pokered and build a ROM with the changed routine, perhaps I will learn how to find the bytes on my ROM to edit them...



Ammako wrote:

You need gbc_bios.bin, and you have to configure VBA to make use of said bios file.

Ok thanks! I'm gonna try it and see if it works now with my ROM.




Fotomac wrote:

Is it possible to do any of this via Assembly hacking? And can you post the Green Version's tileset? Thanks!

You mean the tiles from the map?

2cfuy6r.png

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#15 2016-03-26 05:00:10

Fotomac
Member
Registered: 2015-10-25
Post 184/294

Re: Editing Gen 1 stuff to recreate a Green Version

Montblanc wrote:
Fotomac wrote:

Is it possible to do any of this via Assembly hacking? And can you post the Green Version's tileset? Thanks!

You mean the tiles from the map?

http://i68.tinypic.com/2cfuy6r.png

I mean the SGB border and slot machine tilesets, actually.

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#16 2016-03-28 03:24:39

Montblanc
Member
Registered: 2016-02-23
Post 10/47

Re: Editing Gen 1 stuff to recreate a Green Version

I don't know how to extract the SGB tiles but if you open the japanese green version with TLP the offset is 73440. If you want to use the slot machine tiles with pokered the arrangement is different to what I saw inside gfx/red.

juihwz.png



I finally installed pokered and built two ROMs, one with the flowers sprites and a reduced  [wMovingBGTilesCounter2] from 3 to 2 (for the english ROM that is 0x1EFD) to help me find the data with the hex editor. But the flower animation was slow compared to the original animation, so instead I looked in the japanese ROM for the same data, copied the bytes and fixed the offsets for the flower sprites and it worked:

2hz1hg5.png


I'm looking inside all the pokered folders and files for useful stuff, it's awesome!

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#17 2016-03-29 01:17:26

Montblanc
Member
Registered: 2016-02-23
Post 11/47

Re: Editing Gen 1 stuff to recreate a Green Version

Does anyone know how to change the Trainer title screen coordinates in pokered? I'm trying to move it to the left but all I do glitches the sprite (DrawPlayerCharacter inside titlescreen.asm)...

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#18 2016-04-01 10:36:13

KeiTaRo
Member
Registered: 2015-12-05
Post 11/40
Website

Re: Editing Gen 1 stuff to recreate a Green Version

Ammako wrote:

You can change that by changing the internal game name of the rom to "POKEMON GREEN"

This is obviously very simple to do with a hex editor, but where would one go about changing this in pokered itself? I could not for the life of me find where the ROM names were defined

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#19 2016-04-02 04:34:25

699/700

Re: Editing Gen 1 stuff to recreate a Green Version

KeiTaRo wrote:
Ammako wrote:

You can change that by changing the internal game name of the rom to "POKEMON GREEN"

This is obviously very simple to do with a hex editor, but where would one go about changing this in pokered itself? I could not for the life of me find where the ROM names were defined

Like everything else in the ROM header, the title is set by the options passed to rgbfix in the Makefile.

#20 2016-04-05 01:29:54

Montblanc
Member
Registered: 2016-02-23
Post 12/47

Re: Editing Gen 1 stuff to recreate a Green Version

I am busy with my studies but I keep working on this:

-Ported the Gamefreak star sound effect
-Changed Nidorino's battle sprite coordinates (although can't find how to delay the transition before it fades out to the title screen)
-Changed Red title screen sprite coordinates to match Green
-Same for the scrolling mons
-Copied SGB town and city palettes from Green


I also attempted to port the sound effects of Nidorino jumps (intro 'hip' and 'hop' sfx in pokered) but it didn't work. Data is shorter in the original game:

EC 02 10 26 2C C2 40 07 10 08 FF (0x7C6BE)

'hip' data in the English ROM



24 D1 41 FF (0x7F57D)

In the original Jap ROM. When used the sound played is different, like a 'bimp'.




Next I am going to change the copyright date and replace Red's title screen sprite with the old one.

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#21 2016-04-05 01:35:45

Fotomac
Member
Registered: 2015-10-25
Post 193/294

Re: Editing Gen 1 stuff to recreate a Green Version

Do you think you can make the Japanese Red/Green equivalent of Leaf's title screen sprite as seen in my hack, which includes a Green Version (albeit without any SGB border and using Red's slot graphics)?

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#22 2016-04-12 23:51:40

Montblanc
Member
Registered: 2016-02-23
Post 13/47

Re: Editing Gen 1 stuff to recreate a Green Version

Fotomac wrote:

Do you think you can make the Japanese Red/Green equivalent of Leaf's title screen sprite as seen in my hack, which includes a Green Version (albeit without any SGB border and using Red's slot graphics)?

As long as I have an image of the character to be made into a sprite, yes I can.


I finished the character title screen sprite, removed the ball animation, moved and edited the copyright year and ported the "POCKET MONSTERS" letters (not sure about this, what do you think?).

Also I was keeping this secret because I have to ask the original authors but... I'm updating the English hack I used when I was learning how to change the pointers at the beginning, with all the stuff already done on my ROM. It's an old hack from 2005 and the publisher was Skeetendo (that's what the romhacking page says) so if any of them is still here, I want to ask if they are interested in releasing it (if not I will keep it for personal use). Some of the changes where the slot machine, SGB palettes, rotating mons player sprite and copyright year from the title screen, the flower routine and the texts from the Celadon poster and credits that needed more space for characters (or to align the text properly).

5ml4yx.png

mscaxy.png

2r7vurn.png

euncwp.png

The "GREEN VERSION STAFF" text was too long so I centered it to avoid touching the screen borders.

Now both ROMs are almost on par (mine still lacks the old Cerulean Cave).

t6rwo9.png

I'm still looking how to add a delay after the intro battle animation, the jumping sounds and the "presents" text under the GF logo. With that, the Cerulean Cave and the Pokédex texts the hack will be complete. (Edit: Forgot the scrolling Pokémon logo and possibly the quick flashing battle animations).

Last edited by Montblanc (2016-04-13 00:00:57)

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#23 2016-04-13 02:18:08

Fotomac
Member
Registered: 2015-10-25
Post 199/294

Re: Editing Gen 1 stuff to recreate a Green Version

Can you show me a hex comparison, so I know what to change in the hex editor?

Oh, here's the female player character's title sprite as she appears in my Green Version, which is based on the pokered disassembly and therefore uses the updated graphics from the Blue Version:

player_title_2.png?raw=true

Last edited by Fotomac (2016-04-13 02:19:28)

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#24 2016-04-13 23:15:08

Montblanc
Member
Registered: 2016-02-23
Post 14/47

Re: Editing Gen 1 stuff to recreate a Green Version

The problem is the Pokéball animation, it uses part of the sprite and if I change it (and in the case it shares the same code of the other two) part of her hand will move every time a starter goes away. Do you know if each title screen has its own data, or it only loads different sprites?





So far I'm not able to mimic the rest of the details of the japanese intro... I tried to use bgb debugger and compare both games without any luck. At least I learnt a bit more about ASM and the equivalent bytes. The flower routine was messing other data in memory, now it uses the same adress of the original ROMs.

Last edited by Montblanc (2016-04-13 23:15:44)

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#25 2016-04-14 01:01:46

Fotomac
Member
Registered: 2015-10-25
Post 201/294

Re: Editing Gen 1 stuff to recreate a Green Version

I think there's some sort of command in the Assembly code for the title screen if that'll help with the title screen sprite for the player character(s), though I can't recall where it is.

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