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-   -   [Ongoing] 255 Tiles Hack & 256+ Pokemon (http://pokemonhackersonline.com/showthread.php?t=14926)

RED 5th May 2014 04:42 PM

255 Tiles Hack & 256+ Pokemon
 
Because of boredness , I decided to do some hacking on applying 255 tiles hack and 256+ pokemon on Pokemon Gold. But I'm not sure If I'm going to complete it because I not that good on ASM.

255 Tiles Hack.


What I have done so far:
  • Load the tilesets graphics to Vram1
  • Palette assigning Set to 08-0F
  • Support 255 Blocks
Next things to do:
  • Fix the Battle Intro palette
  • Test if more bugs are still need to fix


256+ Pokemon Hack.


What I have done so far:
  • Extended the routine for pointer of Pokemon's GFX Pointers. Just checking the flag . Flag 0 is below 255 Pokemon graphics | Flag 1 256+ Pokemon Graphics
  • Extended the routine for Pokemon's stat structure.
  • Extended the routine for loading Pokemon palettes only for Pokedex.
Flag Set to 0
http://i61.tinypic.com/2roq5v7.jpg
Flag Set to 1
http://i58.tinypic.com/2q2lnja.jpg

Next things to do:
  • Extend the foot prints routine.
  • Extend the Name and class routine
  • Extend the the routine on how to call the 256+ Pokemon for both wild Pokemon battles and trainers battle.
  • Extend the routine for Pokemon info's.
  • On Pokedex instead of continuously counting 1 to 256+ Pokemon no. I'm going to put it on another mode.(eg. A-Z mode, New Pokedex mode. and so on)
'--------------------------------------------------------------
Just in case that I'm doing something wrong, just let me know and help me to correct that. Any help are all welcome.;)

Miksy91 5th May 2014 06:08 PM

What are you going to do with pokedex info in ram? It would require twice as much information unless you took out either the seen or the catch table totally (could be the best way to implement it I think).

Anyway, looks good so far.

Chamber 6th May 2014 06:35 AM

An a great project!!, I wish you can finish.

Although they could not use the 255 tileset, it's okay that can be used 128 tileset and add some graphics from your hack.

I'd like to help in the process of expanding the number of pokemon, beginning to ask, where in the data is the pokemon you use to identify the flag?

An ambitious project worth being done. :D

RED 6th May 2014 03:53 PM

Quote:

Originally Posted by Miksy91 (Post 130021)
What are you going to do with pokedex info in ram? It would require twice as much information unless you took out either the seen or the catch table totally (could be the best way to implement it I think).

Anyway, looks good so far.

Thanks for the info, I tried to search the routine for how does the own and seen works. I know that the the OWN starts at RAM 0xDBE4 and ends at 0xDC03. Then the SEEN starts at 0xDC04 then ends at 0xDC13.And also on what I red on this site, it tells that there are a lot of free space on the RAM(correct me if I'm wrong)

Miksy91 6th May 2014 06:11 PM

Quote:

Originally Posted by RED (Post 130054)
Thanks for the info, I tried to search the routine for how does the own and seen works. I know that the the OWN starts at RAM 0xDBE4 and ends at 0xDC03. Then the SEEN starts at 0xDC04 then ends at 0xDC13.And also on what I red on this site, it tells that there are a lot of free space on the RAM(correct me if I'm wrong)

If you doubled the amount of pokemon and kept both "SEEN" and "CAUGHT" info in ram, you would have to make room for additional 256 + 256 = 512 bits = 64 bytes = 0x40 bytes.

The free space in ram (in Gold and Silver) starts at $DEC0 and ends at $DEFF (= 0x40 byte-area). In other words, this would take all the free space you would normally use for all kinds of handy stuff that you want to include in the hack. I have personally stored > 0x10 bytes of data there and will need even more than that for DE.

It would be useful if the hacker had at least 0x20 bytes of free space to work with but storing all the pokedex information would "lock" that possiblity unless you do something with the names of copies of the player and such. All of those aren't just copies either - player's name is replaced with that of DUDE when the catching example is shown as an example.

By the way... if you're wondering why you couldn't include the pokedex info starting at $DF00 instead, the reason is that stack area starts from $DFFF and goes all the way (back) to $DF00. You could temporarily put something there, but it would be cleared when the gameboy would be shut down (and wouldn't be saved in the save memory either). You might be able to work out with that though.

RED 7th May 2014 04:24 PM

I already found some new free space on RAM, since I don't now how does Seen/Own routine works, I will just do some tweak. I can use $DF00 for temporary storing the Seen/Own BiT?/Flag?. I have a good plan for it. :mad:.

So here is what I done today.


Things I have done today.
  • Different mode for set of Pokemon
  • I extended the routine for Foot prints and Pokemon Class
Next thing I will do.
  • Extend the cries routine
  • Fix the Seen/Own

Mateo 7th May 2014 09:53 PM

If you will release the notes on where you moved these things to and the like, I will add support for this to Pokémon Editor Ultimate as well. I've already been meaning to release a new version that supports extended menu sprites anyway, so I may as well add the option to load the extra Pokémon as well if people have the patch installed.

Chamber 9th May 2014 07:10 AM

Very good progress you've made.

I'll leave this to have a reference of things to do:

Quote:

Originally Posted by Kollboyman
What need would be done:
- Special code every time a Pokemon is called to disregard the last bit of the level variable when assigning a level, and putting that bit to use. Wild Pokemon, Pokemon added to your party, Pokemon given as a gift, Pokemon in a trainer's party, etc.
- When the bit is on, to read from a separate table for the following:
* Names
* Base Stats table
* Crys
* Pictures
* Moves and Evolution Data
* Colors
* Icons on the menu
* RAM Addresses of the second Pokedex Seen/Own boolean arrays, or to just expand the existing ones.
* Print Pokedex Numbers + 256 whenever the Pokedex variable is displayed.
* Anything else I can't remember at the moment. Feel free to bring them up.


RED 12th May 2014 01:58 PM

Quote:

Originally Posted by Mateo (Post 130075)
If you will release the notes on where you moved these things to and the like, I will add support for this to Pokémon Editor Ultimate as well. I've already been meaning to release a new version that supports extended menu sprites anyway, so I may as well add the option to load the extra Pokémon as well if people have the patch installed.

That would be great, I need to finish this hack and test if it is perfectly working. But once all things are okay, I will send you all the notes you need.

Chamber 22nd June 2014 11:06 PM

Can You post your work notes for continue the patch?


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