Post by Tauwasser on Mar 9, 2010 20:38:32 GMT -5
Hi,
so a few days ago user Melash asked me about "my 256-tile hack". Turned out, he confused me with HyperHacker.
However, I sat down and actually produced a tileset extension hack for the English, German and Japanese versions of Pokémon Gold & Silver.
However, I didn't have time to test these patches thoroughly, so use at own risk.
Pokémon Gold & Silver Tileset Extension v1.1
--------------------------------------------
These patches will implement Pokémon Crystal's tileset system in Pokémon Gold & Silver.
Compatibility:
- English 1.0
- German 1.0
- Japanese 1.0/1.1
Features:
+ Up to 192 tiles per tileset
+ Up to 256 blocks per tileset
- Will only run on CGB (though no lock-out mechanism implemented)
- You lose the ability to have map-bank-dependant tile-palette assignments (not used in original games)
Changes:
Bugs:
No known bugs at this point.
Changelog:
Fixed wrong tiles on battle intro.
Fixed all versions: Byte at 02:45F1 restored. Was wrongfully deleted.
Please report bugs via the RHDN forums private messaging system.
© 2010 Tauwasser
EDIT: 2010-04-29.
Download it and tell me if you find any bugs. I tested with the German version and everything worked, then ported the code over to the other versions and tested if they would run at all.
So yeah, have fun and tell me what you think.
cYa,
Tauwasser
so a few days ago user Melash asked me about "my 256-tile hack". Turned out, he confused me with HyperHacker.
However, I sat down and actually produced a tileset extension hack for the English, German and Japanese versions of Pokémon Gold & Silver.
However, I didn't have time to test these patches thoroughly, so use at own risk.
Pokémon Gold & Silver Tileset Extension v1.1
--------------------------------------------
These patches will implement Pokémon Crystal's tileset system in Pokémon Gold & Silver.
Compatibility:
- English 1.0
- German 1.0
- Japanese 1.0/1.1
Features:
+ Up to 192 tiles per tileset
+ Up to 256 blocks per tileset
- Will only run on CGB (though no lock-out mechanism implemented)
- You lose the ability to have map-bank-dependant tile-palette assignments (not used in original games)
Changes:
Address | Length | Purpose |
00:0143 (G, J, U) | 0x01 | Changed header to CGB only status |
00:0D53 (J) | 0x03 | Change subroutine call for tile-palette assignment routine |
00:0D6A (G, U) | 0x03 | Change subroutine call for tile-palette assignment routine |
00:1FAF (J) | 0x04 | Change to support 256 blocks per tileset |
00:2002 (U) | 0x04 | Change to support 256 blocks per tileset |
00:202A (G) | 0x04 | Change to support 256 blocks per tileset |
00:2900 (J) | 0x26 | Change subroutine to call extended subroutine to support 192 tiles per tileset |
00:2944 (U) | 0x26 | Change subroutine to call extended subroutine to support 192 tiles per tileset |
00:2971 (G) | 0x26 | Change subroutine to call extended subroutine to support 192 tiles per tileset |
01:7FA0 (G, U, J 1.1) | 0x60 | Added extended subroutine to support 192 tiles per tileset |
02:4000 (G, J, U) | 0x97 | Change to support Crystal-style tile-palette assignments (two routines) |
02:45D7 (G, J, U) | 0x1A | Deleted lookup table for map-bank-dependant tile-palette assignments |
02:7FA0 (J 1.0) | 0x60 | Added extended subroutine to support 192 tiles per tileset |
23:43D4 (J) | 0x03 | Change subroutine to call extended subroutine to load tiles for battle intro |
23:45AF (U) | 0x03 | Change subroutine to call extended subroutine to load tiles for battle intro |
23:45B1 (G) | 0x03 | Change subroutine to call extended subroutine to load tiles for battle intro |
23:4728 (J) | 0x05 | Change subroutine to call extended subroutine to change bg palettes for battle intro |
23:4903 (U) | 0x05 | Change subroutine to call extended subroutine to change bg palettes for battle intro |
23:4905 (G) | 0x05 | Change subroutine to call extended subroutine to change bg palettes for battle intro |
23:7FDA (G, U, J) | 0x0F | Added extended subroutine to change bg palette to 0x07 for battle intro |
23:7FE9 (G, U, J) | 0x17 | Added extended subroutine to load tiles for battle intro |
Bugs:
No known bugs at this point.
Changelog:
Fixed wrong tiles on battle intro.
Fixed all versions: Byte at 02:45F1 restored. Was wrongfully deleted.
Please report bugs via the RHDN forums private messaging system.
© 2010 Tauwasser
EDIT: 2010-04-29.
Download it and tell me if you find any bugs. I tested with the German version and everything worked, then ported the code over to the other versions and tested if they would run at all.
So yeah, have fun and tell me what you think.
cYa,
Tauwasser