GithubHelp home page GithubHelp logo

pret / pokegold-spaceworld Goto Github PK

View Code? Open in Web Editor NEW
333.0 42.0 57.0 2.64 MB

Disassembly of the Pokémon Gold and Silver 1997 Space World demo

Makefile 0.21% Assembly 89.57% C 0.97% Python 7.77% Shell 0.01% C++ 1.35% PHP 0.10% NASL 0.01%
pokemon disassembly gameboy reverse-engineering gbz80 prototype demo

pokegold-spaceworld's People

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

pokegold-spaceworld's Issues

Include version specific NPC text (Silent Hills)

I just noticed that although the placement of the trainers in the Silent Hills map is the same between both versions, their talk to dialog before/post fight is different between the two. An else if needs to be added to the ShizukanaOka.asm for these differences. Any translations would also be necessary as well.

Build all the ROMs

Right now only Gold_debug.sgb is build (along with the fixed-header one). There are also the non-debug and Silver ROMs.

Disassemble map_attributes

It's the headers that point to each map + their connections.
I'm a doing that or something so here's the issue for it. Will probably finish tomorrow.

This includes updating map_constants to define mapgroup and map size info.

problems with make

I tried to make gold spaceworld and got this:
rgbasm -h -E -i build/ -DGOLD -o build/slack/slack.o slack/slack.asm
tools/make_shim.py shim.sym > build/shim.asm
/usr/bin/env: ‘python3’: No such file or directory
make: *** [Makefile:90: build/shim.asm] Error 127

Is there anything I can do to solve this?

Convert the charmap?

Do you have an idea to convert the charmap to a G/S/C like? I think is the base to start a translation.

And maybe a way to convert the .PKM structures? Currently the game could be linked only to (J) R/G/B/Y, can't trade with localized 'cause the PKM structure is shorter and then don't matches.

Japanese vs. English label names

Currently the labels and constants are like this:

  • Pokémon are entirely in Japanese
  • Items are translated literally, or using their canon English translations when valid
  • Moves are translated literally, or using their canon English translations when valid
  • Maps are in Japanese with English descriptors (e.g. "BaadonHouse1", "ShizukanaOka")

So far PR #75 is planning to use more English names for maps, e.g. "BirdonHouse1", "SilentHillDungeon". (The Romaji town/city names will match up with TCRF.)

The question is how to handle Pokémon names. Should the original 1-151 switch to using English names? Should any Gen 2 mons use their final English names, and if so, how similar do they have to be to the final design? Yadoking is obviously Slowking, but Chikorita's Japanese name changed from SW97 to the final (as did its middle evolution), and Two-Head/Ariados changed its name and design.

(I'd lean towards keeping all-Japanese names—picking the Gen 2 ones case by case would be too subjective, and just using English for Gen 1 would lead to e.g. Slowpoke evolving into Yadoking—but any discussion of label/constant names can go here.)

Cant use make to assemble

I dont know why I cant assemble. I put the baserom.gb in the pokegold-spaceworld repository and then used cygwin cd pokegold-spaceworld and then typed make gold but the message appeared : no rule to make target gold

Simplify the build system

When pokered, pokegold, and pokecrystal were disassembled, they simply used INCBIN for pieces of the baserom that weren't disassembled yet, and had relatively few object files. Currently pokegold-spaceworld has a system that puts everything in a build/ directory, with one or more SECTIONs per file, and multiple Python tools for generating linkerscript files that somehow involves ; if DEBUG comments. This seems excessively complicated: I think if the goal is to get the whole ROM disassembled, a simpler system would be better, one that makes it easy to disassemble any arbitrary piece of code or data with as few file edits as possible. (The rgbds overlay feature is an improvement over manual INCBINs, but I don't think that depends on the whole rest of the current build infrastructure.)

Port refactorings and formatting from pokered/pokegold/pokecrystal

  • Sync labels and constants with Gen 1 or 2 as appropriate
  • Newlines at end of .asm and .inc files
  • Capitalize BANK, HIGH, LOW, DEF
  • Colons after labels
  • Remove trailing whitespace
  • Indent with single tabs, not spaces
  • Remove address comments
  • Remove enum, use improved const
  • New connection macro
  • Use the current constants, data, and engine, and macros subdirectories
  • Use farcall and callfar, not callab and callba
  • Updated audio constants, labels, and macro names (see pret/pokecrystal#650)
  • More

rename to pokegold-spaceworld-97

Since this repo is for SW97, wouldn't it make more sense to rename this repo to the above or similar in case pret disassembles SW99? Not sure if SW99 would require it's own repo or if it could be integrated into a pokegold-jp repo in the future

Need of fixes

Hello. I'm sorry for this, but I can't find the patched files in the branch.

Can you please tell me if you already fixed:

-Continue menu/save menu (to play the debug I prefer continue to press select)

-the character limits updated to the international releases for pokémons and trainers (and the hiro, rival and Mom naming) to avoid compatibility with international R/B/Y

-the return to the last healing place instead of the game over

-almost 1 working pokémon center

-the HM use, I don't know if are yet usable

-the skateboard movements

-evolutions

-stop the linking with G/S/C

-trainers fix (like the rival)

-collisions fix

If yes, can you please tell me which are the related files and how I could download them? 'cause I can find only the clean files...

Unable to build the roms

So, I'm trying to compile this on macOS 10.14.6. I've got rgbds 0.4.1 already installed and the baserom.gb in the right spot. I just keep getting this error though:
make: *** No rule to make target build/home/audio.o', needed by pokegold-spaceworld.gb'. Stop.
I'm not sure what I'm missing/doing wrong. I even tried updating GCC to see if that helped at all. I still got the error posted above. Any help at all would be greatly appreciated.

I WANT TO HELP YOU IN THE POKÉMON GOLD BETA PROJECT !!!

Hello

I'm following up on your work on Pokémon Gold Beta and I want to contribute, I'm not a programmer or anything, but I've been a big fan of the franchise and game competitively since 1999.

I am part of the Smogon community and we are debating on the possibility of creating a battle simulator based on Beta Gold, but for this, we are discussing about the Pojkémon that does not have a defined BST (those that all the stats are defined in 50 or others whose distribution is half strange, like weaker evolutions than initial stages or even the final evolutions of the initial Pokémon that are very weak in comparison to the final evolutions of the commercially initiated initial Pokémon), and we are rightly studying combinations of stats for these Pokémon.

As I was the one who took the initiative there, I want to keep this conversation with you to go through the updates of the Pokémon; changes can occur because it is necessary to find a balance in the game, and at the same time prevent a Pokémon from being very similar to another and also respect the characteristics of each one, I believe that, when your work is complete, you already have how to use these Pokémon that defined stats; I want nothing in return but the satisfaction of helping a very good project like this, of a franchise that made and is part of my life.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.