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[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2

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Corsesca
Danny-E 33
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[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Empty [Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2

Post by Danny-E 33 Thu Feb 07, 2013 12:10 am

Hack Name: Pokémon Red - Gen. II Graphics Patch
Hack of: Pokémon Red
The readme pretty much says it all:
Code:
------------------------------------------------------------
|            Pokémon Red - Gen. II Graphics Patch            |
|                        Version 1.2                         |
|                       By: Danny-E 33                       |
 ------------------------------------------------------------

Intro:
======

This hack includes several graphical improvements over the
original game to give it the quality of a Gen. II game. It
also includes a few songs from GSC. There is nothing new
about the storyline. It is for the purpose of getting to play
through the game again with a little more aesthetic appeal.
It is also hightly intended to be a base ROM for anyone to
create a hack of this Gen. I game. With the major overhauls
added into this hack, anyone who wants to create their own
hack of Pokémon Red can use this base ROM and have a game that
is beautiful.

Since this hack includes a lot of code added to the game
engine and this is intended to be a base ROM to make a hack
with, I have included all the custom Assembly I wrote for this
hack. This way, the game can be further customized to fit
anyone's needs. No one needs to ask me up front to use this
for their hack, but you MUST give credit to me for the base
ROM when your hack is announced.


Features:
=========

-Customizable sprite banks
-All sprites from GSC
-Individualized sprite palettes (Pokémon and trainers!)
-Gen. II style 6x6 back sprites
-Several palette corrections (The Pokéball tile is always red.
Oak intro in full color!)
-Updated font, and other tiles, to match Gen. II
-Inserted the graphics for the GSC battle HUD
-Three imported songs from GSC! (thanks to FroggestSpirit)


Assembly:
=========

Sprite Bank Assignment Routine:
-------------------------------
; $1633
ld a, [$CF91] ; get Pokémon ID
ld b, $0D     ; store fossil/ghost bank
cp $B6        ; compare to Kabutops fossil
jr z, $0D     ; if yes, goto RecallBank
cp $B7        ; compare to Aerodactyl fossil
jr z, $09     ; if yes, goto RecallBank
cp $B8        ; compare to Ghost
jr z, $05     ; if yes, goto RecallBank
ld a, [$D0D3] ; else, get bank from base stats
jr $01        ;
ld a, b       ; RecallBank
jp $24FD      ; goto Decompression

$164D-$1664: 00

Changed the Kabutops fossil pointer at $154E to A3 63 and
moved the sprite to bank $0D.

Palette Assignments:
--------------------
The palette assignment table at $725C8 is redone.
Copied the palette table from $72660 to $BC000.
Changed the table's pointer at $72067 to 00 40.
Copied $71F97-$71FA9 to $72660 and to $72689.
$71F97-$71FA9: 00
Added the Trainer Palette Assignment table to $726BA-$726E9.

Palette Table Relocated to Another Bank:
----------------------------------------
; $7211A
dec a
jr c, $05    ; if not copying table, abort
call 6715    ; call to free space

; $72715
jr nz, $03   ; if copying table, continue
jp $6188     ; if not, abort
ld a, $2F    ; bank to copy table to
ld bc, $1000 ; number of bytes to copy
jp $009D     ; FarCopyData

Pokémon/Trainer Front Sprite Palette Assignment:
------------------------------------------------
; $72673
ld a, [$D11E] ; get Pokédex number
ld hl, $65C8  ; address of Pokémon palette table
cp $00        ; compare to trainer
jr nz, $06    ; if no, goto GetPaletteID
ld a, [$D031] ; get trainer ID
ld hl, $66BA  ; address of trainer palette table
ld e, a       ; GetPaletteID
ld d, $00
add hl, de
ld a, [hl]
ret

Pokémon/Trainer Back Sprite Palette Assignment:
-----------------------------------------------
; $7269C
ld a, [$D11E] ; get Pokédex number
ld hl, $65C8  ; address of Pokémon palette table
cp $00        ; compare to trainer
jr nz, $03    ; if no, goto GetPaletteID
ld a, $EB     ; get trainer palette ID
ret
ld e, a       ; GetPaletteID
ld d, $00
add hl, de
ld a, [hl]
ret

Pointers to Palette Assignment Routine:
---------------------------------------
$71E18: 89 66
$71E22: 60 66
$71E64: 66 66
$71E91: 66 66
$71E2E: 66 66

Health Bar Starting Palette Routine:
------------------------------------
; $525D7
call $6A42 ; free space
ld a, $00  ; restore a

; $52A42
ld a, $02   ; red health bar palette
ld hl, $CF1D
ldi [hl], a ; player health bar
ld [hl], a  ; enemy health bar
ret

$3C668: 00 ; simulate fainted Pokémon when sending out next
Pokémon

PC Box Pokéball Palette:
------------------------
; $7396C
call $66EA   ; free space

; $726EA
call $1922   ; preserve call
ld hl, $6713 ; pointer to packet
jp $5FEB     ; SendSGBPacket

; $21561
call $7F52   ; free space

; $23F52
call $3DD7   ; preserve call
ld b, $09    ; return palette to correct
jp $3DEF     ; OW palette when exiting

Pokédex Palette:
----------------
; $4001D
ld b, $1C    ; bank to switch to
call $67F3   ; free space

; $427F3
ld hl, $66ED ; pointer after bank switch
jp $35D6     ; Bankswitch

; $726ED
ld hl, $6713 ; pointer to packet
jp $5FEB     ; SendSGBPacket

Oak Script Palettes:
--------------------
; $614C
ld a, $D5  ; the palette id for Oak
call $7C59 ; goto GotPaletteID
nop        ; *for these nops, I scooted a chunk of the
nop        ; Oak script from $6154-$616B to $6151-$6168
nop        ; so that the nops were then at $6169.

; $6169
call $7C49 ; goto GetNidoPalID

; $6189
call $7C4D ; goto GetHiroPalID

; $61A4
call $7C54 ; goto GetRivalPalID

; $61BF
call $7C4D ; goto GetHiroPalID

; $698B
call $7C4D ; goto GetHiroPalID

; $69D3
call $7C54 ; goto GetRivalPalID

; GetNidoPalID: $7C49
ld a, $45 ; Nidorino's palette id
jr $0C    ; goto GotPaletteID

; GetHiroPalID: $7C4D
call $190F
ld a, $EB  ; Hiro's palette id
jr $05     ; goto GotPaletteID

; GetRivalPalID: $7C54
call $190F
ld a, $D4  ; Rival's palette id

; GotPaletteID: $7C59
push af      ; preserve palette id
ld hl, $66FB ; pointer for after bank switch
ld b, $1C    ; bank to switch to
jump $35D6   ; Bankswitch, then the code continues at 1C:66FB

; $726FB
ld bc, $0010 ; Copy bc bytes
ld de, $CF2D ; to de
ld hl, $6428 ; from hl.
call $00B5   ; call CopyData
pop bc       ; Retrieve
pop de       ; palette id
pop af       ; from the stack.
push de      ; Restore pointers
push bc      ; to the stack.
ld hl, $CF2E ; Load palette id into packet and
ldd [hl], a  ; decrement hl to the beginning of the packet.
jp $5FEB     ; SendSGBPacket

Pokémon Back Sprite Loading Routine:
------------------------------------
; $3F119
call $7BC8
ld hl, $8000
ld de, $9310
ld c, $31
ld a, [$FF00+$B8]
ld b, a
jp $1848

$3F12A-$3F131: 00

; $3FBC8
ld a, $66
ld de, $9310
push de
jp $1670

Player Back Sprite Loading Routine:
-----------------------------------
; $3ECA3
call $7BC8
nop
nop

$3ECD5-3ECDA: 00

Hall of Fame Player Back Sprite and Palette:
--------------------------------------------
; $70360
call $66F3
ld de, $9310
push de
jp $1670
nop

; $726F3
ld hl, $D031
ld [hl], $00
ld a, $66
ret


Tools:
======

Hexecute RC7 - text editing
Hex Workshop Hex Editor- hex editing
Tile Layer Pro - tile editing
Tile Molester - creating 2bpp Gameboy sprites
stag019's Pokémon Generation I Graphics Compressor -
compressing 2bpp Gameboy sprites
Swampert22's PaletteEd GB - inserting custom palettes


Credits:
========

These men have always been there for me when I had my noobish
questions and have let me grow into the person I am today by
challenging my creativity and problem solving. This hack would
not be possible without the help of these individuals.
-Sawakita
-stag019
-IIMarckus
-Mateo
-Miksy91
-Tauwasser

Sprites:
-Poketto
-Luigi-San
-Mateo

Music:
FroggestSpirit


Version History:
================

01-08-2013: V1.0 - Initial release
--------------------------------------------------------------
01-21-2013: V1.1 - Several updates including:
Cleaned-up ASM and a few mistakes fixed in the readme
Updated tileset 0 with GSC's Kanto tileset
Replaced OW palettes with GSC's Kanto OW palettes (Super
Gameboy mode)
Fixed Leaders' sprites in the Trainer Card
Added three songs from GSC, Trainer Battle, Wild Battle,
Leader Battle (thanks to FroggestSpirit)
--------------------------------------------------------------
06-17-2013: V1.2 - Repointed the palette table to an empty
bank and expanded the table to include a palette for every
single Pokémon and trainer sprite
Corrected several Pokémons' sprite and palette data so that
the Pokémon look correct when viewed in a monochrome setting
Added my FRLG Cueball devamp
It should be noted that this is not related to my personal hack, Pokémon Prototype (although it includes many of the same features).
Any opinion/preference in Prototype, such as choosing a few sprites from other games, is not put into this hack. Every sprite came directly from GSC, with the exception of a few trainer sprites that did not exist in Gen. II. Those sprites are credited accordingly.
If you find any bugs, please let me know. Also, feel free to give any advice or feedback.
Screenshots:
Title Screen with improved "POKéMON" title:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Bgb00007
Colorized Oak intro:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Ub7[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 9zc[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Wguo[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 77e
 
New Trainer Sprites/Palettes:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 5fvs
 
New Pokémon Sprites/Palettes:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Wia[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Z0p[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 9nj

Colorized Box List and Pokédex:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Bgb00012[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Bgb00011

Poketto's Sprites:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 9e3
Red Backsprite Revamp - Gambler Recolor - Channeler Recolor - Giovanni Recolor

Fire Red/Leaf Green Devamps:
[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 Ykg
Old Man Backsprite (Mateo) - Enigneer (Luigi-San) - Cueball - Tamer - Lorelei - Agatha

Known Bugs:
-None yet!

[Red Hack] Pokémon Red - Gen. II Graphics Patch V1.2 IndexhlwDownload
Pokémon Graphics V1.2 ROM
Pokémon Graphics V1.2 IPS
Pokémon Graphics V1.2 JAR

Pokémon GFX&Music V1.2 ROM
Pokémon GFX&Music V1.2 IPS
Pokémon GFX&Music V1.2 JAR


Last edited by Mateo on Sat Jul 06, 2013 5:28 am; edited 9 times in total (Reason for editing : Version 1.2 now available!)
Danny-E 33
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Post by Danny-E 33 Thu Feb 07, 2013 2:46 pm

I don't want you to get too excited. This is the same version already available on Skeetendo. I'm just not allowed to post download link for 7 days.
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Post by Corsesca Mon Feb 11, 2013 12:50 am

Danny-E 33 wrote:I don't want you to get too excited. This is the same version already available on Skeetendo. I'm just not allowed to post download link for 7 days.

That's so sad. Sad
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Post by break Tue Feb 12, 2013 3:58 pm

@Danny-E 33

happy to see you have "crossed-over" as well ^_^"

* i wanted to stop by and say thank you for all of your hard work *
break
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Post by RPD490 Tue Feb 12, 2013 7:41 pm

Played through Red wit this patch, was pretty good. Just need the Gen II Tileset for trees and such and we be set c:
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Post by Danny-E 33 Fri Mar 08, 2013 3:48 am

break wrote:@Danny-E 33

happy to see you have "crossed-over" as well ^_^"

* i wanted to stop by and say thank you for all of your hard work *
Hey, no problem! Thank you!
RPD490 wrote:Played through Red wit this patch, was pretty good. Just need the Gen II Tileset for trees and such and we be set c:
Look again! The Gen II Tileset for trees and such are already in there! But it's the Gen II KANTO Tileset for trees and such, and not Johto. Razz
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Post by RPD490 Fri Mar 08, 2013 9:30 am

Ahhhh I didn't realize that XD
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Post by Danny-E 33 Mon Jun 17, 2013 10:49 pm

Hey guys, I finally finished up version 1.2!! In this update, the palette table has been repointed to an empty bank and expanded so that every single Pokemon and trainer sprite get their own palette! Now no more sprites are sharing palettes that were tweaked to help accommodate! All palette information is 100% accurate for trainers and for Pokemon!

I also replaced Poketto's Cueball recolor with my Firered/Leafgreen Cueball devamp.

The last update is really important for anyone playing this on Meboy or any other emulator that only plays the game in monochrome! I fixed 20+ Pokemon's sprite and palette data so that the two shades of grey are switched and now the sprite for these Pokemon display correctly in black and white, while the sprites still look exactly the same while played in SGB mode!

Let me know what you think!
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Post by Mateo Mon Jun 17, 2013 10:53 pm

Sounds like a nice update, I'll check it out!
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Post by Danny-E 33 Tue Jun 18, 2013 5:09 pm

I added a JAR download and I added the V1.2 of the Music patch by FroggestSpirit as well!
And Mateo, if you're still interested in using this as the base for the new Secrets and Rumours, this is probably the final release. Smile
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Post by Mateo Tue Jun 18, 2013 9:11 pm

Awesome! And good to know, although I probably won't start on the reboot of SaR until I finish Pokémon Christmas. Trying not to have too many irons in the fire, if you know what I mean. Haha.
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Post by Danny-E 33 Tue Jun 18, 2013 11:03 pm

Haha, yeah, I already figured that. :p Just lettin' you know.
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Post by Mateo Tue Jun 18, 2013 11:32 pm

I appreciate it lol
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Post by Mr. Magius Sun Jun 30, 2013 2:13 pm

That's really cool, Danny. I'm extremely tempted to use this for Cobalt.
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Post by Danny-E 33 Wed Jul 03, 2013 10:54 am

Hey, I would be honoured for someone as well known as you to support this hack! Smile
It's up to you!
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