Acmlm's Board - I2 Archive - Rom Hacking - Pokemon G/S Graphic-related question
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Keitaro
Posts: 137/1342 |
all back pics, hero(s) included (i say hero because you can count crystal, and the ratta catcher on rt. 29) are 48x48. but, i'm sure you could change it somehow. |
HyperLamer
Posts: 212/8210 |
W00t, that worked! (I actually tried that but it didn't work because of some other odd problem.) Thanks! I also made a rather interesting discovery about the image size byte. 85 = 01010101b. 40 = 00101000b. Chop off the last 3 bits and rotate left 3 times, and what do you get? Exactly. And notice that upon changing it to 213 (11010101b), nothing appears to change. Hmm... Say, are back pics variable-sized? |
Tauwasser
Posts: 2/27 |
Looks like you ordered them the wrong way around. The Sprites are Stored by columns and not by lines.
So They you put them in that order :
1x2x3x4x5x6x 7x8x9x0x1x2x 3x4x5x6x7x8x 9x0x1x2x3x4x 5x6x7x8x9x0x 1x2x3x4x5x6x
You need to shift them like that:
1x7x3x9x5x1x 2x8x4x0x6x2x 3x9x5x1x7x3x 4x0x6x2x8x4x 5x1x7x3x9x5x 6x2x8x4x0x6x
cYa,
Tauwasser |
Keitaro
Posts: 125/1342 |
i know for r/b/y/g it was the size in hex (&h20, &30, and &h38) I beleive they could be combined to form a combination of any possible resolution (I remember some really weird pics having like, 56x48 resolutions such as like, Haunter or somthing ) For gold and silver, i am guessing its similar or identical, only without the whole combination thing. |
HyperLamer
Posts: 200/8210 |
Well I just made the resolution variable and have tried pretty much every X size from 1 to 100, it never comes out right. The Y size isn't an issue. Oh and any idea what each value in that byte means? |
Keitaro
Posts: 123/1342 |
ehhhh....woops then its 40x40. and yeah, i know its in the program...but like, maybe if you changed the image size you have it hardcoded to it might have an effect? or maybe you already tried that, dunno. *shrugs*
edit: when you asked if theres somewher ein the rom that defines the arrangement...i beleive in the pokemon stats there is a byte or two, that detrminedpicture size....correct me if i'm wrong, else i'm thinking yellow version... but um. that byte, it tells if the image is 40x40, 48x48, and 56x56. I changed Typhlosion's resolution using an external program and sure enough, he became royally fucked up. but like i said, i'm only guessing its the resolution, you may already have reasons why its not or whatever |
HyperLamer
Posts: 199/8210 |
That's a Bulbasaur. And this pic's from my program, not the game. |
Keitaro
Posts: 122/1342 |
that's Nidorino, right? To be honest, i don't know why it is scrambled. Perhpas theres somthing not right with the size
edit: I think in the case of Nidorino Y size does matter despite what you said...and I think X might as well. See, each image in G/S is either 40x40, 48X48, or 56X56. I beleive Nidorino is 4X48, correct me if I'm wrong (56x56 would be somthing along the lines of say, Feraligatr.) Even though it might not seem like it matter, even if the image is only off by one pixle, the game will go completly APESHIT if you do anything with it. I'd try changing the resolution around a bit. hope it helps |
HyperLamer
Posts: 198/8210 |
Well after about 3 days of coding, recoding, debugging, inspecting, reading, testing, swearing, smashing, and playing some Sonic (I fixed my Gamecube, w00t) I finally managed to both get Lunar Compress to read a Pokemon battle graphic and my code to draw it. There's still a problem though - it's all scrambled. I currently have image size hardcoded at 56x40 (Y size shouldn't matter), but it doesn't look so much mis-sized as just nutty.
Above is the graphic, then the same inflated. It looks to me like the tiles are arranged wrong. (You can clearly see the tiles.) Is there somewhere in the ROM that defines the proper arrangement? Also, how do I tell the actual size? There's an image size-related byte in the stats that's set at 85. What's this supposed to mean exactly? |
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