Skeetendo

’Cause all games were better on the GBC

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#1 2016-07-09 11:45:47

Adam
Member
Registered: 2016-05-07
Post 62/83

Quick question regarding sprite offsets in Gen 2

Miksy has very graciously injected some sprites into a rom file for me to copy the hex values across. However, I'm having a little bit of trouble finding the offsets for sprites I need to replace.

Does anyone know where the start and finish offsets for:

Executive Male
Executive Female
Mewtwo Front
Mewtwo Back

The number of bytes for the sprite data he has given be seems to differ with each one, so I can't calculate the precise points.

I'm working with Crystal, but if you now the offsets for GS then that's fine. I can use that info to locate the data in crystal.

Thanks!

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#2 2016-07-09 14:50:56

MechanicalPen
Member
Registered: 2016-06-22
Post 5/29

Re: Quick question regarding sprite offsets in Gen 2

If you download the pokecrystal disassembly, and 'make' it without changing anything it will output a .sym file. In the .sym file willl be a list of addresses that should correspond to the data on a cart. You are looking for MewtwoFrontPic and MewtwoBackPic https://github.com/pret/pokecrystal/blo … s.asm#L300

Good luck!

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#3 2016-07-09 16:07:02

Adam
Member
Registered: 2016-05-07
Post 63/83

Re: Quick question regarding sprite offsets in Gen 2

Perfect, that gives me exactly what I need. Hopefully this will work as these are the final touches :)

Thanks!

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#4 2016-07-09 17:27:43

Adam
Member
Registered: 2016-05-07
Post 64/83

Re: Quick question regarding sprite offsets in Gen 2

OK, I'm having some issues with Mewtwo. The back sprite is 388 bytes long, but in the original it is only 350. I imagine I will need to adjust the size and stick it somewhere else in the rom (no idea where. possibly in the x1CFXXX region?) and then repoint. I have no idea where the pointers are for the sprites, and how to make those changes.

The front sprite is ok (ish), however the animation isn't working. That's no big problem as I'm happy to remove the animation and leave it as static. Is there any way of doing that?

Also, the palette is a little squiffy. Any idea where the palettes for Crystal are and what format they take. I assume they would be 4 bytes, like in GS?

Thanks!

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