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Pokemon nes rom
Posted: Sun Feb 13, 2011 8:39 pm
by qtoyoda
Hey there, i was wondering if anyone has ever tried to creat a pokemon game for the nes or if it is even possible? kinda random i just thought it would be kind of interesting and VERY cool

Posted: Sun Feb 13, 2011 9:12 pm
by tokumaru
There are some hacks with Pikachu, but I don't think an actual RPG exists. It's definitely possible though, but since RPGs are particularly hard to make (technically speaking, they aren't necessarily complex, but the content of RPG games takes a lot of time to implement) few people try. Besides the large amount of characters, which might require a mapper that allows the cart to have a large amount of memory, there's nothing technically impressive about the Pokemon series of games.
Posted: Sun Feb 13, 2011 9:18 pm
by Gilbert
I'm a bit curious though (just curious, not really want to play it), that since pirates even took their time to make FF7 on it, have they really made a proper Pokemon RPG (pirate cart)? It's odd that they instead make crappy platformers and the like but not a single RPG.
Posted: Sun Feb 13, 2011 9:20 pm
by tepples
Pokemon Blue Version is a 1048576 byte ROM. Among mappers easily available to homebrew games, the one allowing the biggest ROM size is MMC1 configured like SUROM, which only allows half that much ROM.
The closest to a pirate Pokemon RPG is a hack of Telefang for GBC called "Pokemon Jade".
Posted: Sun Feb 13, 2011 9:31 pm
by qtoyoda
hmm it would be really neat if someone programmmed a pokemon game, (maybe not all the pokemon, maybe like 50) and a smaller file, maybe like 4 gyms? not following the story of the original series but a variation

i would defs play tht !
Posted: Sun Feb 13, 2011 9:36 pm
by 3gengames
I was thinking about a project like this. It'd need like 128/256K (forget which) just for the pokemon graphics alone, then tiles for people and crap and it'd be kinda difficult, but doable. I think the port could be better then the GB games, especially with using graphics right. Might happen one day from me, but until I even complete my first game, I doubt I'd do it.
There is a pirate game out there of pokemon, it's pretty darn fun! Try looking around for it.
Posted: Sun Feb 13, 2011 9:59 pm
by qtoyoda
nice

if u ever do tht PPPPLLLLLZZZZ tell me ! tht would be rlly cool! i love pokemon games
Posted: Mon Feb 14, 2011 6:33 am
by tepples
If you can draw a set of 50 original critters from the front and back, and a set of outdoor and indoor scenery, we can get started. It wouldn't be wise to cut-and-paste from the graphics of Pokemon products for various reasons.
See also
3gengames' thoughts about this
Posted: Mon Feb 14, 2011 9:13 am
by 3gengames
Yeah, I feel bad for hijacking threads, but I try to relate all this tech knowledge to stuff I've thought about doing so sometimes topics get off....sorry guys. It came up later that MMC3's 1K bank feature would do good and probably is the better solution. But yeah if this ever even gets off you'd know. I'd need about 256 pokemon, that in its self would be ridiculous.

But I may just rip the official graphics for development, then rename and remake them later to save time, no sense in doing all the art for a project that is only an idea.
You check out that other NES pokemon port?
Posted: Mon Feb 14, 2011 2:17 pm
by Kasumi
http://www.youtube.com/watch?v=pmy4M_DOMjU
Pokemon Gold for NES. A pirate. It doesn't feature full pokemon gameplay, but it IS an RPG with battle menus.
Edit: Apparently they did Pokemon Red too.
http://www.youtube.com/watch?v=Vq_rElqT ... re=related
Posted: Tue Feb 15, 2011 10:37 pm
by WJYkK
There's a handful of Pokemon pirates on the NES, all of them are from China or somewhere around that, and they all suck, e.g.:
Pokemon Gold and Red by
Waixing,
Pokemon Yellow and a handful of other colors by
Shenzhen Nanjing, and probably more obscure pirates.
Posted: Wed Feb 16, 2011 7:14 am
by tepples
Of course the
other problem with Waixing's games is that they don't make English versions, even for original non-pirate games. There's
a game I want to play, but it's not translated.
Posted: Wed Feb 16, 2011 9:33 am
by qtoyoda
ic... well does anyone here think that they would be able to make one?
Posted: Wed Feb 16, 2011 11:03 am
by tepples
If someone were to come up with first draft screenshots of what outdoor and indoor areas would look like, as well as concept art for 50 original critters, one of us might take you up on it. But until then, see
programmer art.
Posted: Fri Mar 04, 2011 3:59 pm
by 3gengames
I hope this isn't not-wanted. If you want, split into another topic about NESDev, but I made up this chart for a data table if anyone besides me were planning on doing this.
Text file:
FILE
Code: Select all
Pokemon ROM layout ideas list.
POKEMON data in ROM layout idea (128 Bytes. For 256 Pokemon, 32K Size for this table.)
Reason Size (Hex) Next Byte(Hex)
0x00 0x00
Name. (6 Bits/Letter. 12 Chars) 0x09 0x09
Starter Moves (1 Byte each. 255 Moves total/max) 0x04 0x0D
Pallete Colors. 0x03 0x10
32 Bytes, one bit for each move can learn from TM. 0x20 0x30
Stats start value (1 Byte each for value.) 0x04 0x34
Stats increase per level
(2 Bytes. High byte ones-value while low is decimal value) 0x08 0x3C
Type (4 bits each, same value in both 4 is one type) 0x01 0x3D
Hight 0x01 0x3E
Weight 0x01 0x3F
Unused :( 0x01 0x40
Move/LevelLearnedAt 0x02 0x42
Move/LevelLearnedAt 0x02 0x44
Move/LevelLearnedAt 0x02 0x46
Move/LevelLearnedAt 0x02 0x48
Move/LevelLearnedAt 0x02 0x4A
Move/LevelLearnedAt 0x02 0x4C
Move/LevelLearnedAt 0x02 0x4E
Move/LevelLearnedAt 0x02 0x50
Move/LevelLearnedAt 0x02 0x52
Move/LevelLearnedAt 0x02 0x54
Move/LevelLearnedAt 0x02 0x56
Move/LevelLearnedAt 0x02 0x58
Move/LevelLearnedAt 0x02 0x5A
Move/LevelLearnedAt 0x02 0x5C
Move/LevelLearnedAt 0x02 0x5E
Move/LevelLearnedAt 0x02 0x60
Move/LevelLearnedAt 0x02 0x62
Move/LevelLearnedAt 0x02 0x64
Move/LevelLearnedAt 0x02 0x66
Move/LevelLearnedAt 0x02 0x68
Move/LevelLearnedAt 0x02 0x6A
Move/LevelLearnedAt 0x02 0x6C
Move/LevelLearnedAt 0x02 0x6E
Move/LevelLearnedAt 0x02 0x70
Move/LevelLearnedAt 0x02 0x72
Move/LevelLearnedAt 0x02 0x74
Move/LevelLearnedAt 0x02 0x76
Move/LevelLearnedAt 0x02 0x78
Move/LevelLearnedAt 0x02 0x7A
Move/LevelLearnedAt 0x02 0x7C
Move/LevelLearnedAt 0x02 0x7E
Move/LevelLearnedAt 0x02 0x80
Effectivness table (64 Bytes, 16 types max.)
A table of 64 bytes, this will be used as a 16 by 16 two-bit array. Bit combinations would mean these:
00:Not effective (Attack*0)
01:Not very effective. (Attack*0.5)
10:Normal (Attack*1.0)
11:Very Effective (Attack*2.0)
Dual types would have attack effectiveness multiplied by each other except when attack is not effective, since 0 multiplied by other attack would make it 0. Also (Attack*1.5) at end of calculation if type is the same.
Attack Table (16 Bytes. For 256 attacks, 16K big for this table.)
0x00 0x00
Name (16 Chars, 6 bits each) 0x0B 0x0C
Attack type (4bits) & Status Problem Type (4 bits) 0x01 0x0D
Odds (1 in #+1, 4 bits) & Length (Or turn cunter up) 0x01 0x0E
Types it can affect (2 bytes, 1 bit per pokemon type) 0x02 0x10