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#1 2017-06-21 02:09:31

rbroab
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Registered: 2017-06-13
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New Pokemon GSC Sprite Problem

In the process of changing out a few Pokemon
Spiritomb was my first go at the idea.

Will replace others later, but I added in Spiritomb. So far I have a proper dex entry and back sprite. However, the front sprite won't display correctly.
Thoughts?

PNgOyOO.png

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#2 2017-06-21 12:02:23

Crystal_
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Re: New Pokemon GSC Sprite Problem

Assuming you're using the disassembly (or gfx.py directly), make sure to specify the dimensions in the filename of the source, as in spiritomb.6x6.png

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#3 2017-06-21 12:59:36

rbroab
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Re: New Pokemon GSC Sprite Problem

So I hadn't changed the dimensions in the data/base_stats/spiritomb.asm to 5x5 like they were supposed to be.
The backsprite is 6x6, frontsprite is 5x5.

I got it to stop being all scrambled, but now it won't display correctly. Clearly a bit off center.

5U2iH5D.png

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#4 2017-06-24 23:07:57

rbroab
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Re: New Pokemon GSC Sprite Problem

Or can anyone tell me why this Strength Boulder is displaying as an off colored player sprite?

KI8tumM.png

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#5 2017-06-25 06:31:55

Rangi
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Registered: 2016-05-09
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Re: New Pokemon GSC Sprite Problem

rbroab wrote:

Or can anyone tell me why this Strength Boulder is displaying as an off colored player sprite?

In engine/overworld.asm, make sure that the outdoor sprite table for the group that map is in contains SPRITE_BOULDER.


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
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#6 2017-06-25 07:26:50

rbroab
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Re: New Pokemon GSC Sprite Problem

Thanks for the help, Rangi! I was able to change SPRITE_FRUIT_TREE to SPRITE_BOULDER in Group11Sprites (Route 34/Goldenrod) in engine/overworld.asm, but it won't take effect in game. It still just shows up as the brown player sprite. Thoughts?

Edit: After further research, I can't actually find any files that make reference to "engine/overworld.asm"... so I think it's getting looked over in cygwin. But I'm not sure where to put the "INCLUDE engine/overworld.asm"
I tried putting it in main.asm and it returned with a bunch of errors.

Last edited by rbroab (2017-06-25 07:33:41)

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#7 2017-06-25 07:35:21

Rangi
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Registered: 2016-05-09
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Re: New Pokemon GSC Sprite Problem

rbroab wrote:

Thanks for the help, Rangi! I was able to change SPRITE_FRUIT_TREE to SPRITE_BOULDER in Group11Sprites (Route 34/Goldenrod) in engine/overworld.asm, but it won't take effect in game. It still just shows up as the brown player sprite. Thoughts?

Leave the map and come back. If that doesn't work, check how many of the Group11Sprites  are actually being used by outdoor (TOWN or ROUTE) maps in group 11. Maybe you're using too many. Check the VRAM viewer in BGB:

0O11Ckg.png

Sprites start getting loaded in the two top-right sixths, and can overflow into the top-left sixth. (Note that since the middle-right sixth is for walking frames, and the middle-left sixth is for text, there's only room for ten unique walking sprites including the player.)

The above screenshot is using all the available VRAM. (I filled up the text graphic with more characters, and expanded the tilesets to use up the bottom-right sixth.) For some reason the outdoor sprite tables allow you to list more sprites than will actually fit.

(Here's a sample tileset from regular Crystal. Notice how much unused tile space there is. And even much of the sprite space is spent on sprites that don't actually appear outdoors.)

UAmu3WP.png

Edit: INCLUDE "engine/overworld.asm" is definitely in main.asm. If it weren't, your ROM wouldn't even compile.

Last edited by Rangi (2017-06-25 08:14:02)


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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#8 2017-06-25 14:01:53

rbroab
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Registered: 2017-06-13
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Re: New Pokemon GSC Sprite Problem

I knew you could only have a limited number of sprites within any map group. 9 walking, 11 maximum. That's why I replaced the berry tree in Group11Sprites because the berry tree isn't used anywhere in Route 34 or Goldenrod.

And I'm not crazy, I've searched for it all night haha. It's not at all referenced in the main.asm. At least not for me. I'm using tppcrystal251pub, so everything I do just seems to be slightly more difficult.

8v51mKu.png



Edit: Something must be going on, because I've searched the entire repository and can't find a single mention of INCLUDE "engine/overworld.asm"

Last edited by rbroab (2017-06-25 14:16:49)

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#9 2017-06-25 14:17:07

Rangi
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Registered: 2016-05-09
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Re: New Pokemon GSC Sprite Problem

rbroab wrote:

I knew you could only have a limited number of sprites within any map group. 9 walking, 11 maximum. That's why I replaced the berry tree in Group11Sprites because the berry tree isn't used anywhere in Route 34 or Goldenrod.

And I'm not crazy, I've searched for it all night haha. It's not at all referenced in the main.asm. At least not for me. I'm using tppcrystal251pub, so everything I do just seems to be slightly more difficult.

Okay, so tppcrystal251pub has a different file structure than the latest pokecrystal. Then find its equivalent of engine/overworld.asm:Group11Sprites and update that.

(What did you try to do, anyway? Copy engine/overworld.asm from pokecrystal and just put it in the tppcrystal251pub directory? Because you said you were able to replace SPRITE_FRUIT_TREE with SPRITE_BOULDER in Group11Sprites, implying that you found a file to update that defined Group11Sprites. But as you said, there is no engine/overworld.asm in tppcrystal251pub. And if you had found the correct file that TPP uses for its sprite tables and updated that—probably main.asm—it would have worked.)

Last edited by Rangi (2017-06-25 14:18:35)


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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#10 2017-06-25 14:35:25

rbroab
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Registered: 2017-06-13
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Re: New Pokemon GSC Sprite Problem

Sorry, I must have worded something wrong. There definitely is a "engine/overworld.asm" file within the repository. What I meant was, nothing makes reference to it. Nowhere within any of the assembly files is the line
"INCLUDE "engine/overworld.asm" "

The file definitely exists already within the ttpcrystal251pub repository, but I can't find anything that includes it into the build...

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#11 2017-06-25 15:29:43

Rangi
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Registered: 2016-05-09
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Re: New Pokemon GSC Sprite Problem

rbroab wrote:

Sorry, I must have worded something wrong. There definitely is a "engine/overworld.asm" file within the repository. What I meant was, nothing makes reference to it. Nowhere within any of the assembly files is the line
"INCLUDE "engine/overworld.asm" "

The file definitely exists already within the ttpcrystal251pub repository, but I can't find anything that includes it into the build...

So engine/overworld.asm exists, implying it's used; but you can't find it (nor does it exist in the online Git repo), implying it's not used. This is a contradiction, therefore, one of your assumptions is wrong.

My guess is that you created the file at some point, probably by copying it from pret's pokecrystal. Somewhere in TPP's actual source code is what you want to edit. Try searching for content that you expect to be there, like "Group11Sprites" or "SPRITE_FRUIT_TREE". And delete the red-herring engine/overworld.asm already.


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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#12 2017-06-25 22:41:03

rbroab
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Registered: 2017-06-13
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Re: New Pokemon GSC Sprite Problem

Wow, when you're right, you're right. Although "engine/overworld.asm" did come with the tppcrystal251pub repository, all of it's contents were already placed within the main.asm. Kind of frustrating that there's loose files in there, but it should solve my problem! Wouldn't have thought of it without your help, so thank you!

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#13 2017-06-26 14:52:28

rbroab
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Registered: 2017-06-13
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Re: New Pokemon GSC Sprite Problem

So I have a custom script applied to the rock in the image above
It initiates a pokemon battle which I got to work, but I'd like to make the rock disappear after the battle ends.
I've got it to play the strength sound effect, and the battle won't start again after finishing, But I don't know how to make the rock disappear.

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