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’Cause all games were better on the GBC

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#1 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 2/452

Pokémon Gold & Silver Tileset Extension

Hi,

so a few days ago user Melash asked me about "my 256-tile hack". Turned out, he confused me with HyperHacker.
However, I sat down and actually produced a tileset extension hack for the English, German and Japanese versions of Pokémon Gold & Silver.

However, I didn't have time to test these patches thoroughly, so use at own risk.

Pokémon Gold & Silver Tileset Extension v1.1
--------------------------------------------

These patches will implement Pokémon Crystal's tileset system in Pokémon Gold & Silver.

Compatibility:

- English 1.0
- German 1.0
- Japanese 1.0/1.1

Features:
+ Up to 192 tiles per tileset
+ Up to 256 blocks per tileset

- Will only run on CGB (though no lock-out mechanism implemented)
- You lose the ability to have map-bank-dependant tile-palette assignments (not used in original games)

Changes:
Address            Length    Purpose
00:0143 (G, J, U)    0x01    Change header to CGB only status
00:0D53 (J)        0x03    Change subroutine call for tile-palette assignment routine
00:0D6A (G, U)        0x03    Change subroutine call for tile-palette assignment routine
00:1FAF (J)        0x04    Change to support 256 blocks per tileset
00:2002 (U)        0x04    Change to support 256 blocks per tileset
00:202A (G)        0x04    Change to support 256 blocks per tileset
00:2900 (J)        0x26    Change subroutine to call extended subroutine to support 192 tiles per tileset
00:2944 (U)        0x26    Change subroutine to call extended subroutine to support 192 tiles per tileset
00:2971 (G)        0x26    Change subroutine to call extended subroutine to support 192 tiles per tileset
01:7FA0 (G, U, J 1.1)    0x60    Added extended subroutine to support 192 tiles per tileset
02:4000 (G, J, U)    0x97    Change to support Crystal-style tile-palette assignments (two routines)
02:45D7 (G, J, U)    0x1A    Deleted lookup table for map-bank-dependant tile-palette assignments
02:7FA0 (J 1.0)        0x60    Added extended subroutine to support 192 tiles per tileset
23:43D4    (J)        0x03    Change subroutine to call extended subroutine to load tiles for battle intro
23:45AF    (U)        0x03    Change subroutine to call extended subroutine to load tiles for battle intro
23:45B1 (G)        0x03    Change subroutine to call extended subroutine to load tiles for battle intro
23:4728    (J)        0x05    Change subroutine to call extended subroutine to change bg palettes for battle intro
23:4903    (U)        0x05    Change subroutine to call extended subroutine to change bg palettes for battle intro
23:4905    (G)        0x05    Change subroutine to call extended subroutine to change bg palettes for battle intro
23:7FDA    (G, U, J)    0x0F    Added extended subroutine to change bg palette to 0x07 for battle intro
23:7FE9    (G, U, J)    0x17    Added extended subroutine to load tiles for battle intro

Bugs:
No known bugs at this point.

Changelog:
Fixed wrong tiles on battle intro.
Fixed all versions: Byte at 02:45F1 restored. Was wrongfully deleted.

© 2010 Tauwasser

Last edited by Tauwasser (2011-08-18 16:17:30)

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#2 1970-01-01 00:33:30

Melash
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Registered: 2010-10-16
Post 26/132

Re: Pokémon Gold & Silver Tileset Extension

One of the best mistakes I ever made.   ;D

Thanks for posting this, it will definitely come in handy.

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#3 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 64/161

Re: Pokémon Gold & Silver Tileset Extension

How exactly do you work this

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#4 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 3/452

Re: Pokémon Gold & Silver Tileset Extension

You apply the ips patch for your version of the rom and then you do it just like in crystal. Insert new tileset and change tile-palette assignments.

cYa,

Tauwasser

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#5 1970-01-01 00:33:30

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 138/3,578

Re: Pokémon Gold & Silver Tileset Extension

Ah, what an awesome thing to find when I log on after being away from internet for the week!

Thanks for posting this Tauwasser, I look forward to testing it out.

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#6 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 67/161

Re: Pokémon Gold & Silver Tileset Extension

i tried it with gold it locks up free movement, i cant move in the game

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#7 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 4/452

Re: Pokémon Gold & Silver Tileset Extension


i tried it with gold it locks up free movement, i cant move in the game

Are you sure you patched it correctly? I already played till Mr. Pokémon and nothing locked up for me.
Are you sure you have a clean version of the rom, or did you patch it onto your hacked version?

cYa,

Tauwasser

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#8 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 68/161

Re: Pokémon Gold & Silver Tileset Extension

patched on a clean one. After i change the tiles it locks up

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#9 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 5/452

Re: Pokémon Gold & Silver Tileset Extension

What do you mean by "changing tiles"? Moving one step in any direction? That shouldn't be happening, as I can play just fine. We are talking about an English version, right?

cYa,

Tauwasser

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#10 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 69/161

Re: Pokémon Gold & Silver Tileset Extension

yes, i used melash's tile set editor to change the tiles, or... does that mean i have to repoint my tilesets?

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#11 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 141/3,578

Re: Pokémon Gold & Silver Tileset Extension

well that tileset editor loads everything from the tileset header so i don't see why it would cause problems.

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#12 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 70/161

Re: Pokémon Gold & Silver Tileset Extension

wait ive been editing those garbage tiles, is that why?

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#13 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 6/452

Re: Pokémon Gold & Silver Tileset Extension


wait ive been editing those garbage tiles, is that why?

Those garbage tiles first off, are called blocks. Tiles are the 8

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#14 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 60/2,339

Re: Pokémon Gold & Silver Tileset Extension

Do you know, where can I find Collision data for the tiles in crystal?
The map editor shows where the offsets for tiles are but from there I can only edit 16 bytes of data which is just the look of the tile.

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#15 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 7/452

Re: Pokémon Gold & Silver Tileset Extension

It's at the same place where it's in Gold & Silver. The third pointer in the tileset header.

Tileset header:
Gold & Silver (U): 05:56BE
Crystal (U): 13:5596

[GFX PNT 3b][Block data PNT 3b][Collision data PNT 3b][Animation data PNT 2b][00][00][Tile-palette assignment data PNT 2b]

Tile palette assignment is in rom bank (RB) 0x02 in G/S and RB 0x13 in crystal.
Animation is RB 0x3C in both.

cYa,

Tauwasser

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#16 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 73/161

Re: Pokémon Gold & Silver Tileset Extension

ok im a noob  so i really dont know how to do that.

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#17 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 8/452

Re: Pokémon Gold & Silver Tileset Extension

What, repointing? I'm pretty sure lots of people here know how to do that o.o
Or are you talking about Tile->Pal assignment?

cYa,

Tauwasser

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#18 1970-01-01 00:33:30

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 74/161

Re: Pokémon Gold & Silver Tileset Extension

tile -> pal assignment

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#19 1970-01-01 00:33:30

Masterge77
Member
From: Sandshore Town, Ameria Region
Registered: 2010-10-16
Post 17/93
Website

Re: Pokémon Gold & Silver Tileset Extension

I'm trying to figure out how to extend some tilesets in Crystal that are not extended by default, such as the gyms.....


[img]http://p.gpxpl.us/qPTY.png[/img]
CLICK MY ROBOT POKEMON ARMY OR ELSE

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#20 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 9/452

Re: Pokémon Gold & Silver Tileset Extension

Just insert bigger gfx, and repoint the block and collision data if you want to add onto them. By definition, all tilesets are "extended", just not all really use more than 0x60 tiles.

cYa,

Tauwasser

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#21 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 154/3,578

Re: Pokémon Gold & Silver Tileset Extension

Ok, so I finally got around to trying this out and I've noticed a problem in the english version. While it loads the tileset graphics properly, and allows use of more blocks, when you try to use tiles in the extended part, the game just loads the corresponding tiles from bank 1. I applied it to a clean gold (u) rom, using the appropriate patch for that language, so I assume this is an oversight in one of the routines.

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#22 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 17/452

Re: Pokémon Gold & Silver Tileset Extension


Ok, so I finally got around to trying this out and I've noticed a problem in the english version. While it loads the tileset graphics properly, and allows use of more blocks, when you try to use tiles in the extended part, the game just loads the corresponding tiles from bank 1. I applied it to a clean gold (u) rom, using the appropriate patch for that language, so I assume this is an oversight in one of the routines.

Did you follow the guideline of adding 0x08 to the Tile->Pal assignment?

cYa,

Tauwasser

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#23 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 155/3,578

Re: Pokémon Gold & Silver Tileset Extension

That would be it. My mistake. Thanks for pointing it out.

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#24 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 18/452

Re: Pokémon Gold & Silver Tileset Extension


That would be it. My mistake. Thanks for pointing it out.

Yeah it's stupid that it needs that info in there, but for conformity with Crystal I didn't change that. Technically, you could make the routine so that it works as in G/S (with map-bank-dependent palettes) and still find the right VRAM bank via interpreting the high bit of the tile info.

Still, map-bank dependent palettes can be handled via the roof palette as well.

cYa,

Tauwasser

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#25 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 156/3,578

Re: Pokémon Gold & Silver Tileset Extension

Ah well. As long as it works, no sense in changing it ya know? haha. But yeah, that fixed the problem right up, and I haven't noticed any other bugs, just the fact that when the screen fills with black for a battle, the screen parts over the extended tiles will with white, but that's no big deal. I can live with that. Much better than the sprites disapearing/ tiles being replaced with the font/other ridiculous bugs that come with HyperHacker or MeanMrMustard's hacks.

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