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09-22-18 03:41:52 AM

Jul - The Cutting Room Floor - Pokemon 1997 demo thread New poll - New thread - New reply
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devin

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Posted on 06-01-18 07:11:57 PM (last edited by devin at 06-01-18 07:20:01 PM) Link | Quote
https://tcrf.net/Proto:Pokémon_Gold_and_Silver
sanqui & co.'s big ol' info spreadsheet

You've probably seen this already, but I felt like a thread for collecting info about this thing would be good just so stuff doesn't get lost into the chaos of the Discord channel.

(Please discuss actual edits to those articles on the relevant talk pages, if possible)

Here's a WTW code courtesy of Zephiles on Discord:
Walk Through Walls
010890CB
010891CB
010892CB
010893CB
PlaysureIsland
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Posted on 06-01-18 07:20:57 PM Link | Quote
Note, I tried Red and Green codes and final Gold and Silver code and got nothin.
bluesun
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Posted on 06-01-18 07:26:13 PM (last edited by bluesun at 06-01-18 07:29:04 PM) Link | Quote
In New Game mod / full intro mod, the Rival battle is broken because the Rival's team data is in Gen1 format instead of the Gen2 format expected.
Can be fixed with the following ROM edit, converting the data to Gen2 format:

0x39375: 53 50 00 05 9E FF 53 50 00 05 98 FF 53 50 00 05 9B FF
ONLYUSEmeFEET
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Posted on 06-01-18 08:08:43 PM Link | Quote
Since yesterday, I've done more testing, including connecting with Pokemon Crystal and Pokemon Ao (Blue) with multiple glitchmon. My question to TCRF is, should this be mentioned on the wiki somewhere? Where and how could I add this information? I updated the readme and zip file with more screenshots and video from today's testing, which I'll post below.

ZIP file: https://mega.nz/#!6S4GEKRI!g6u4KTWxqgdCku80Y567nqI6aok5GnLZbsTzvsjm6gM

I ran some tests regarding using the Link Cable Club in the Pokemon Gold Spaceworld 1997 demo with various games. I used TGB Dual for testing, both standalone and the Retroarch core. You NEED to change the rom extension to .gb for Link Cable Club to work. I have multiple screenshots included in this zip file. I'll list my findings here.

Linking with Pokemon Gold and Silver Spaceworld 1997 demos:

* I used the debug menu with both instances of the game to warp to the second town, as it has a Pokemon Center with a trading facility, and caught a Gen1 Pokemon in one instance

* Trading works fine; its interface is the same as in Gen1

* Trading video: https://www.youtube.com/watch?v=28DJOzAmvws

* Both trainers had different trainer IDs

* Battling works fine and is playable, but the Trainer text is garbled; freeze upon re-battling

* Battle video: https://www.youtube.com/watch?v=IbW8iqQs4EM

* Held items used in Linked VS are gone forever after use

* Bonus Gold and Silver Cable Club showcase video: https://www.youtube.com/watch?v=v-zfouWN9is

Linking with Pokemon Aka (Red) Rev 1:

* Gold still checks whether or not your party is Gen1 compatible

* Gold is transported to a Gen1 Pokemon center after using the time capsule

* Gold can only select to trade from a blank menu; battling does not work

* Trading works fine; no problems as Gold's trading is Gen1 trading

* With trading, you can send a Gold 97 monster all the way to Ultra Sun/Ultra Moon

Linking with Pokemon Yellow Rev 0A:

* Trading functions the same way as Red

* You can trade Pikachu, but Pikachu is not special in any way and will not be holding its light ball in Gold

* Pikachu is still shiny in Gold

Linking with Pokemon Ao (Blue) Glitchmon:

* I caught three missingno using the Mew Glitch, trainer locations are marked in the zip screenshots

* All three missingno crash Blue when viewing their stats in Blue

* Trading interface works and Gold is able to view the three missingno as Gen2 Pokemon (Elebaby, Skiploom, and Jumpluff)

* Blue Trading video: https://www.youtube.com/watch?v=UmmZ14Tl-30

* Gold cannot obtain any Missingno from Blue as it checks the Pokemon before finalizing the trade

Linking with Pokemon Gin (Silver) and Pokemon Crystal:

* Attempted to have Gold trade and battle with Silver's Totodile and Kakuna, then just Kakuna, but nothing was successful

* Gold is able to access the trade room, but Gold crashes when waiting for Silver. Silver behaves normally and states the connection has failed

* Time capsule does not function at all

* Crystal has the same behavior as Silver

Feel free to send me suggestions on what else I can test. I don't believe I can test with Stadium as save data is not generated for Gold, but if there's a way, I absolutely will try it out. Thank you for reading, and remember to check the zip file for screenshots (apologies for the accidental CRT filter). If you have any questions or suggestions, feel free to chat with me on /vp/, reddit, Discord, or gmail.

~ONLYUSEmeFEET
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Posted on 06-01-18 09:29:10 PM Link | Quote
Has anyone documented the Pokemon cries yet? I bet we'd find some interesting info if we compared them to the final game.
xdaniel
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Posted on 06-02-18 10:04:17 PM Link | Quote
Since I'm probably too slow to contribute much of anything to the reverse-engineering process, here's what notes I'd made. Might not be 100% accurate, might soon be outdated with the disassembly progressing, etc., but still:


00:25FA -> part of map loading routine?
A = map bank number

----------

RAM:D661 -> Map type?? (color, BGM)
RAM:D662 -> Pointer to map header

----------

Warp menu / possibly Fly target data - ROM 0xC7D5

0x2E * 0x04 = 0xB8 bytes

01 Map group
04 Map number
05 X position
05 Y position

----------

Map header - RAM:D664 (partially?)

Player's House 1F: 34:4042
Player's House 2F: 34:4132
Silent Hill: 36:4014 (0xD8014)
Route 1 (1): 36:59DF
Route 1 (interior): 2F:53DD
Route 1 (2): 36:5ABE
Route 1 gate 1F: 26:4000
Route 1 gate 2F: 26:40DA
Old City: 36:410D
"Bellsprout" Tower 1F: 25:4289
"Bellsprout" Tower 2F: 25:4319
Kurt's house: 25:49AC
...

----------

Map header format (ex. Silent Hill)

09 Height v (maybe swapped?)
0A Width ^
B340 Pointer to map data
D578 (some important ptr 1)
6976 (some important ptr 2)
4340 Pointer to after connection data
0B Connection byte
0C01C87303C60A0A090051C6 Connection data 1
0101435A30C6090F001D24C6 Connection data 2
01037C723DC6091E000025C6 Connection data 3

Tileset header format (ex. Tileset 00) -- as per disasm @ https://github.com/pret/pokegold-spaceworld/blob/master/data/tileset_headers.asm

06 Bank
0044 Pointer to block data
0040 Pointer to tile data
004C Pointer to collision data
77 Talking over tile 1
40 Talking over tile 2
00 Talking over tile 2
00 Unknown

----------

RAM: CB5F -> cursor location (various menus; ex. town map, Pokegear)

Town map locations:
ID Location Possible name origin ideas
00 Silent Hill translates to "shizuka oka" -> Shizuoka
01 "Old" (city north/west of 00) 2nd kanji of Nagoya means "old"
02 "West" (city west of 01) Kyoto was known as "Western Capital" for a time, see Wikipedia
03 "Hi-Tech" (city west of 02) (Tokushima? not sure about naming)
04 "Font" (city north of 03) (Hiroshima? Okayama? not sure)
05 "Bardon" (city east of 04)
06 "New Type" (city east of 05)
07 "Sugar" (city north of 06)
08 "Blue Forest" (city east of 07)
09 "Stand" (city south of 08)
0A "Kanto" (city east of Silent Hill)
0B (point north of Silent Hill)
0C (city north of 0B)
0D "South" (city west of 04)
0E "North" (city north of 08)
0F Route 15 (route directly west of 06)
10 Route 18 (point north/east of 06)

----------

SGB command packets? - ROM 0x986C

0x2E * 0x10 = 0x2E0 bytes

----------

SGB palettes - ROM 0x9C4C

0x3A * 0x08 = 0x1D0 bytes

9C73 = RGB 28,28,42
B742 = RGB 23,21,16
8F52 = RGB 15,20,20
8410 = RGB 04,04,04
...

----------

Sprite defintions? - ROM 0x1423B

0x5B * 0x04 = 0x16C bytes ??

...

2Tie

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Posted on 06-03-18 03:58:50 PM Link | Quote
map viewer for spaceworld demo
https://github.com/2Tie/Elfs2World
xdaniel
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Posted on 06-03-18 05:34:39 PM Link | Quote
Tileset animation notes (ex. disassembly appears to be incorrect at the moment regarding "talking over tiles"). Hope this makes sense.

Additional notes:

// 23:401F (0x8C01F) -> animation data; 0xFC bytes, 4 bytes per entry: [RAM address 2b][function address 2b]

// (addresses might be incorrect as anim *starts*)
// 23:401F: animated water (tile 03) + animated flowers (tile 38)
// 23:4023: animated flowers
// 23:4027: still water + animated flowers
// 23:402B: "" (diff frame?)
// 23:402F: "" (diff frame?)
// 23:4033: "" (diff frame?)
// 23:4037: "" (diff frame?)
// 23:403B: still water + still flowers
// 23:403F: "" (diff frame?)
// 23:4043: "" (diff frame?)
// 23:4047: "" (diff frame?)
// 23:404B: animated water (L/R) + still flowers
// 23:4053: still water + still flowers
// 23:4057: ""
// 23:405B: ""
// 23:405F: ""
// ...
// 23:4077: (animated water + tile 53; waterfalls?)
// ...
// 23:40A7: (animated water + tile 54; conveyor belts?)
// ...
// 23:40BB: (animated water + tile 54; conveyor belts?)
// ...
// 23:40CB: (animated tile 54)
// ...
// 23:40DF: (animated tile 4F)
// ...


2Tie

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Posted on 06-03-18 05:38:36 PM Link | Quote
yeah i've noticed the talk-over-tiles thing too. stems from using my map editor to document the map layout and me not changing too much from when it was a gen 1 map editor. i've since changed it in the editor but i haven't really been contributing to the disassembly documentation, so...
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Jul - The Cutting Room Floor - Pokemon 1997 demo thread New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

28 database queries, 3 query cache hits.
Query execution time: 0.181649 seconds
Script execution time: 0.019716 seconds
Total render time: 0.201365 seconds
Memory used: 1048576