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Please chime in on a proposed restructuring of the ROM hacking sections.
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foofatron
Posted on 04-12-08 01:02 AM, in Pokemon Tropical (rev. 4 of 04-12-08 01:24 AM) Link | Quote | ID: 81775


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Pokemon Tropical:
This is my new hack. I've been working on it for about a month. I don't have many scripts or new music inserted yet. As for the story I scrapped it and other scripts because the story sucked. So I'mm thinkinh of a new one. Don't judge to harshly on this I've used mostly hex and (mostly) stayed away from the billions of tools. I know this looks like only a graphic hack, but thats because not too much has been done or worth showing. Don't trash the thread too badly... Even if you think my hack does suck badly...
Btw where can I post docs and tuts I've made? Is it this section?

The old story:
Your a person sent to the country of Moombo. You travel to diffrent terrains with new weather. You stop team neon along the way. You have to catch a new pokemon(might be multiple) to enter the temple in the lost forest and stop team neon only to find a even more powerful pokemon there! By going to diffrent island and collecting stones you can control more powerful pokemon. Eventually becoming dictator of the island (cuba). Fidel retired . XD


FEATURES:
New scripts and text
New palletes and tiles
New Maps and sprites
New story
New music

Story Line:
My old story line sucked so I'm comming up with a better one.

Places Done:
Beach town
Beach town pass
Bahama Beach
Bahama sope
Sand Dune Palace
Desert of death
Volcanic Isles
Volcanic Bomblands
Snowside City
The forest of blizzard


SCREENSHOTS:



















The oais.


Most sand dunes are climable like this one.














Ignore the logo, I'm working on making one. I decided to scrap the pokemon. I didn't make the original BG image. Its from some game that this guy ripped it from. Anybody know what game?

Credits:
Moebius, Don Patch, and Random Places. Some of the tiles I got from places like that zc place. I don't know the authors of the desert tiles it said from some game. If you know the authers then tell me. I made the snowy tree, Sky rocks, clouds, and more not shown yet.

____________________
pho.xpt.net An awsome rom hacking site.

foofatron
Posted on 04-12-08 06:31 PM, in Pokemon Tropical (rev. 2 of 04-12-08 07:36 PM) Link | Quote | ID: 81793


Micro-Goomba
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Thnx, I'm still working on a better logo XD. Does anybody know how I can get rom adresses from ram adresses? I found some stuff in Vram. I edited it in vba itg works like I want it too, but how can I find the rom adresses? May sound noobish to you guys, but its kinda new to me. Nintendo actually put a call asm code, but I need the rom adresses to call what I want.

Ok I have the rom adress, but I can't figure out how to change what pokemon the game trades or wants in those in game trades. I'm looking for how the game checks it...

____________________
pho.xpt.net An awsome rom hacking site.

foofatron
Posted on 04-13-08 11:38 PM, in Pokemon Tropical (rev. 2 of 04-13-08 11:43 PM) Link | Quote | ID: 81854


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I made the snow ones except for the house. They sky ones are also mine. The palm trees are don patches and the rest are just random ones from around the net. What your pokemon Style Guide?
Btw does anybody have any links to using asm in mode 0? Preferably with Devkitarm.


____________________
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foofatron
Posted on 04-14-08 12:15 AM, in Pokemon Tropical (rev. 2 of 04-14-08 12:17 AM) Link | Quote | ID: 81858


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Its just going to be music from other games like DP. Maybe I will edit the instruments. Although I'm probably going to have to as the dp music won't sound normal like in dp.

____________________
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foofatron
Posted on 04-29-08 02:59 AM, in Link to the Past text Link | Quote | ID: 82508


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In the gba verson of it I've been searching for any text that could lead me to finding the text table. I've ran multiple relative searches for different words and can't find a thing. The funny thing is the four swords part of it uses plain ASCII. I've found the fonts too. I've found every tileset in compressed LZ77 data. I have all 99 of them, but every time I try to find a map or something the game always takes me to the pointer table. Any information\help on finding the text system or how the game maps would be appreciated.

____________________
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foofatron
Posted on 04-30-08 09:48 PM, in Link to the Past text Link | Quote | ID: 82579


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No its not the same I already tried that. The text could be compressed... If so how would I be able to find out how its compressed?

____________________
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foofatron
Posted on 05-26-08 11:04 PM, in Pokemon Tropical (rev. 2 of 05-27-08 09:28 PM) Link | Quote | ID: 84221


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Sorry for such a late update. I almost forgot about this forum XD.
Heres a video on how you travel through time to catch celebi!
Done with scripting and asm!

http://www.youtube.com/watch?v=B2W2ZNF8fH0

Enjoy! or die.... XD

____________________
pho.xpt.net An awsome rom hacking site.

foofatron
Posted on 06-21-08 02:30 PM, in Pokemon Tropical Link | Quote | ID: 85471


Micro-Goomba
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Thnx, I used nintendos assembler. It comes with mid2agb. I can't give you the link as its illigal XD.

@Ailure: Do you think I should change a few tiles while I'm at it? Like have maybe more trees when it flashes?

Sorry people, no update right now... I was busy with school and then my computer crashed. Know only the assembler and script editor work on my computer... Mapping in hex is not worth it so I'm making a team. It'll take some time until my hack can get back on track. Btw I'm gonna post a tutorial with asm stuff. I've been doing that since I couldn't do much on my hack.


____________________
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foofatron
Posted on 06-21-08 02:51 PM, in Foofatron's asm stuff. (rev. 3 of 06-21-08 03:01 PM) Link | Quote | ID: 85472


Micro-Goomba
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I merged many of my tutorials together. For learning thumb\arm visit gbatek. For some of my tutorials you'll need to use the assemblers. How to use them:
as -o C:\MIDI2GBA\MIDI2GBA\text.o C:\MIDI2GBA\MIDI2GBA\text.s
objcopy -O binary C:\MIDI2GBA\MIDI2GBA\text.o C:\MIDI2GBA\MIDI2GBA\text.bin
pause
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok well in case you didn't know midi2gba comes with the official assembler and mid2agb converts a .mid to .s so with this knowledge lets make a bat file that converts our .mid to an .s file then converts it to an object file and then to a .bin file for inserting.

Its usage is like this: MID2AGB input_file [output_file] [options]

input_file Filename(.MID) of Standard MIDI file.
output_file Filename(.s) for AGB file.(default:input_file)

Mid2agb has different options that you but after -your asm file-.s
The first few are in Japanese.They are the following:
-L??? Label for assembler.(default:output_file)
-V??? master Volume.(default:127)
-G??? voiceGroup number.(default:0)
-P??? Priority.(default:0)
-R??? Reverb.(default:off)
-X 48 clock/beet.(default:24 c/b)
-E Exact gate-time.
-N No compression.

Now for the rest of the bat file:

PATH= C:\MIDI2GBA\MIDI2GBA;
MID2AGB text.mid text.s
as -o C:\MIDI2GBA\MIDI2GBA\text.o C:\MIDI2GBA\MIDI2GBA\text.s
objcopy -O binary C:\MIDI2GBA\MIDI2GBA\text.o C:\MIDI2GBA\MIDI2GBA\text.bin
pause

Now save that as text.bat or whatever you want the name doesn't really matter.
Now click!

I put the pause so you can see if any errors occurred. Since these are the official assemblers you could remove the mid2agb part and use the rest to assemble your assembly file. You could just include the .s or .bin file in your code too, but if your doing by hex just copy and paste in your hex editor on an offset and you've inserted your song .

P.S you'll have to change the folder names and .mid names unless they are the same as mine. Meaning there are two folders both named MIDI2GBA and both your midi and the tools are in there. By the way, you can't have any spaces in your folder name just use a _ instead.

*Note: While retesting this I noticed some songs would not work right after asembled into a bin file. I thought maybe ld had to be used, but it crashed everytime I fed it a file. There is a gui tool that turns your midi to an object file, then you would only have to put it in object copy and you got your bin file!

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here's a list of the software interrupts (swi).:

SWI 00h - SoftReset
SWI 01h - RegisterRamReset
SWI 02h - Halt
SWI 03h - Stop
SWI 06h - Div
SWI 07h - DivArm
SWI 08h - Sqrt
SWI 09h - ArcTan
SWI 0Ah - ArcTan2
SWI 0Bh - CpuSet
SWI 0Ch - CpuFastSet
SWI 0Dh - GetBiosChecksum
SWI 0Eh - BgAffineSet
SWI 0Fh - ObjAffineSet
SWI 10h - BitUnPack
SWI 11h - LZ77UnCompWram
SWI 12h - LZ77UnCompVram
SWI 13h - HuffUnComp
SWI 14h - RLUnCompWram
SWI 15h - RLUnCompVram
SWI 16h - Diff8bitUnFilterWram
SWI 17h - Diff8bitUnFilterVram
SWI 18h - Diff16bitUnFilter
SWI 19h - SoundBias
SWI 1Ah - SoundDriverInit
SWI 1Bh - SoundDriverMode
SWI 1Ch - SoundDriverMain
SWI 1Dh - SoundDriverVSync
SWI 1Eh - SoundChannelClear
SWI 1Fh - MidiKey2Freq
SWI 20h..24h - SoundUndocumented
SWI 25h - MultiBoot
SWI 26h - HardReset
SWI 27h - CustomHalt
SWI 28h - SoundDriverVSyncOff
SWI 29h - SoundDriverVSyncOn
SWI 2Ah - SoundGetJumpList

For documentation on these please refer to gbatek. They offer a more detailed description than I can give.

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3rd Gen cry on the title screen:

Okay go to 080791EE (791EE in your hex editor). A little thumb here. 2006 mov r0, #0x6 (charizard cry) So the max is 255 right mov r0, #0xff (20ff)? Right, but we can use two codes to get our value!. The second part is mov r1, 0x0. Pointless, so let change it to add. The basic r0 add is 3000. I want deoxys, deoxys is number 410 the max is 255 so subtract them to get 155. 9B in hex. So we but 309b. That's FF plus 9B which equals 19a which is 410 in hex. Its easy only two thumb codes you have to edit .
My code is: 20ff 309b. Type in your hex editor the flipped values. FF 20 9B 30.
Enjoy!

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Loading a compressed image:

@ Foofatron 2008. @
@ Loading compressed graphics. @
@ Here's how! @
@ The "@" you see in here means comment in asm. @
@ Since the assembler doesn't know your offset, @
@ you have to calculate it likeC+4+(nn SHL 12) @
@ Bit Expl. @
@ 15-11 Must be 11110b for BL/BLX type of instructions @
@ 10-0 nn - Upper 11 bits of Target Address @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
.code 16
ldr r0, .UncompressedPalette
mov r1, #0xd0 @Means which offset in the pal ram.
mov r2, #0x20 @parameter, size.
bl label @$080703ec
lsl r0, #0x00 @Calculation room.
ldr r1, .CompressedImage
mov r0, #0x1
mov r2, #0x0
mov r3, #0x0
bl label @$080f6878
lsl r0, #0x00 @Calculation room.
ldr r1, .RawFile
mov r0, #0x1
mov r2, #0x0
mov r3, #0x0
bl label @$080f6878
lsl r0, #0x00 @Calculation room.
.align 2
.UncompressedPalette:
.word 0x08e39d48
.CompressedImage:
.word 0x08800000
.RawFile:
.word 0x08800020

Pretty self explanatory... Credits to gbatek for the bl info.
The forum ruined my perfect @ box D:!

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@Change palettes.
.code 16
push {r0, r1, r2, r3, r4, lr}
ldr r0, .PaletteSource
ldr r1, .PaletteDestination
mov r2, #224
swi #11
ldr r0, .PaletteSourceSprite
ldr r1, .PaletteDestinationSprite
mov r2, #16
swi #11
pop {r0, r1, r2, r3, r4, pc}
.align 2
.PaletteSource:
.word 0x08800000
.PaletteDestination:
.word 0x020375f8
.PaletteSourceSprite:
.word 0x08870000
.PaletteDestinationSprite:
.word 0x020377f8


@Ruby Offsets [AXVE]
@Background Palettes start @ 0x0202EEC8
@Sprite Palettes start @ 0x0202F0C8

@Fire Red Offsets [BPRE]
@Background Palettes start @ 0x020375f8
@Sprite Palettes start @ 0x020377f8

@credit: Zodiac for finding the ruby offsets.

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pointers!
082350ac - front sprite pointer table.
0823654c - back sprite pointer table.
0823730c - normal palette pointer table.
082380cc - shiny palette pointer table. Ends 0823932b
083d37a0 - icon pointer table.
083d3e80 - icon palette pointer table starts at 0x083d4294 though...
083d4038 - 2nd icon palette pointer same pointers though... Starts at 0x083d4294 though...
08245ee0 - wtf?
084556f8 - some pointers and thumb code...

*Note: The pointers in the icon palettes are based off evolution so the first pointer is for the bulbasuar series, the second for charmander, etc.
As for the second pointer table I think that's what it is, but I can't tell.

08254784 -
0824fc40 -
0824fb08 -
083db028 -
08250c04 -
0826056c -
082605cc -

This second set is codes or pointers to codes.

How to reappoint these will be added... Later.

In your hex editor you'll have to take away the 08. 08 means rom to the gba.

İFoofatron 2008

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
İFoofatron 2008

DO NOT STEAL! You may use the asm codes and stuff in your hack though.

____________________
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foofatron
Posted on 06-21-08 09:30 PM, in OpenPoké - Starter monsters Link | Quote | ID: 85481


Micro-Goomba
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I was thinking bug-steel, psyc-rock, figh-ground.
psyc-rock with levitate?


PWN set: bug-steel, ice-rock, fly-fire
steel double efective to ice-rock, rock double effective to fly-fire, fir double effective to bug-steel.

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foofatron
Posted on 06-22-08 04:52 AM, in OpenPoké - Starter monsters Link | Quote | ID: 85513


Micro-Goomba
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Thats the point XD! Or maybe make the learn the double effective ones later?

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foofatron
Posted on 06-24-08 01:55 AM, in Pokemon Tropical (rev. 2 of 06-24-08 02:04 AM) Link | Quote | ID: 85809


Micro-Goomba
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@DiscoPeach:Hmm... If you can show me some stuff you can do.

@Xeruss: Only recent scripts and maps were lost, the asm event was not .

@interdpth: If you mean the mid2agb rar, I'll try and look for the link again. A freind of mine found it off a youtube video and uploaded it. GC removed it off pho because its illegal. I'm sure you could find it through google though.

____________________
pho.xpt.net An awsome rom hacking site.

foofatron
Posted on 06-24-08 05:01 PM, in Pokemon Tropical Link | Quote | ID: 85842


Micro-Goomba
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Thank you. Surprisingly that is what I need most at this time XD.

____________________
pho.xpt.net An awsome rom hacking site.

foofatron
Posted on 08-06-08 06:21 PM, in OpenPoké - the prologue Link | Quote | ID: 88611


Micro-Goomba
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Since: 04-12-08

Last post: 5748 days
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Wow your projects really taken off! It looks great, keep up the good work .

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Main - Posts by foofatron

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