Skeetendo

’Cause all games were better on the GBC

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#1 2020-05-18 06:54:33

jojobear13
New member
Registered: 2019-03-28
Post 5/9

Displaying SGB colors on GBC in Pokered

So as you might know, pokemon yellow has functions that translate its SGB colors into something that can be displayed by the GBC. I'm trying to port this functionality over to pokemon red. I'm using the pokered & pokeyellow disassemblies to to this.

Now, I've copied over all the relevant functions from pokeyellow: all the functions in home.asm and palettes.asm like InitGBCPalettes and UpdateGBCPal_OBP0. I've got all those and their associated function chains to match pokeyellow. I also tweaked all the existing home.asm and palettes.asm functions to work like their pokeyellow counterparts.

I set the OPB and BGP to update for the pokered intro to see if I got any color, but I'm still getting grayscale.

I saw that pokeyellow's engine\overworld\oam.asm file was tweaked to show color according to the comments. But there's no further explanation, so I don't what is changed and why it allows colors to display. Can anyone explain the changes that allow this? I think this might be what's missing.

Last edited by jojobear13 (2020-05-18 07:27:25)

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#2 2020-05-18 19:40:31

Danny-E 33
Administrator
Registered: 2012-06-09
Post 1,178/1,190

Re: Displaying SGB colors on GBC in Pokered

Have you updated the rgbfix flags in the Makefile to mark the ROM as CGB-compatible?

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#3 2020-05-19 00:53:12

jojobear13
New member
Registered: 2019-03-28
Post 6/9

Re: Displaying SGB colors on GBC in Pokered

Yes, I did. Had some issues posting an edit last night, but that fixed the grayscale issue.

According to a previous post by Keitaro, there are two files I need to edit because the palettes now won’t display correctly.

So now I'm having trouble finding what needs to start changing in overworld.asm and oam.asm.

Last edited by jojobear13 (2020-05-19 00:55:20)

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#4 2020-05-27 20:57:28

VL2M
Member
Registered: 2020-05-11
Post 8/15

Re: Displaying SGB colors on GBC in Pokered

I might be interested.
Have you managed to make it work?

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#5 2020-05-28 05:30:35

jojobear13
New member
Registered: 2019-03-28
Post 7/9

Re: Displaying SGB colors on GBC in Pokered

VL2M wrote:

I might be interested.
Have you managed to make it work?

No. Colors and sprites were all funky. I'm starting over and porting functions from Yellow one at a time, and this time I'm studying and understanding what each function is doing as I add it.

The OAM is still confusing to me though. The new palette functions mostly deal with properly copying SGB palette data into the color gameboy's BGPD and OBPD. If they work like the old gameboy's BGP and OBP0 & 1, then what's the big difference with the OAM?

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#6 2020-06-01 07:33:35

jojobear13
New member
Registered: 2019-03-28
Post 8/9

Re: Displaying SGB colors on GBC in Pokered

My source code is open for all here - https://github.com/jojobear13/shinpokered/tree/gbctest

Current issues are:
-Objects are not getting their palettes updated. Fading back in from white/black makes all the npcs white/black. Fixes itself if crossing a map border without a transition (so at least that's loading correctly).
-In battle, the palette for the player's HP bar is being applied to the whole screen.
-Pokemon in the pokedex have a generic reddish palette applied to everything rather than their proper colors.
-The pokemon party screen loads tiles totally wrong and permanently jacks-up the graphics.
-The PC Hall of Fame is totally jacked-up as well.

EDIT: object palettes are getting updated.

Last edited by jojobear13 (2020-06-02 06:40:45)

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