Comments (2)
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The music works fine for me (the original Red music on master, and the Crystal music on the crysaudio branch both work fine). What emulator are you using?
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If rgbds complains about not being able to place a section, that usually means that you tried putting more than $4000 bytes of code/data in a bank.
But with this hack, it can also mean that it was unable to place a section at its original address. Drenn wanted it to be a priority to keep as much of the rom unmodified as possible.
So, many sections have a hard-coded address to place the section at (you would usually omit this when declaring a section).
This kind of section is used to place unmodified code/data at its original address regardless of the "shifting" that happens above the section. If the stuff above the section shrinks, the section will still be placed at the original address. If the stuff above the section grows, the build will fail because the section is unable to be placed at its original address (two sections are overlapping). This is a good thing because it stops us from shifting data unintentionally. The benefit of this is that the final rom is still compatible with some hex editing tools, and the address of certain data will still match what people will read about from other documents. But this real only matters to people who are hex editing. Since you are modifying the source, you can simply remove the hard coded addresses in section declarations.
For example, in home.asm, changing:
SECTION "LoadMonFrontSprite", ROM0[$1665]
to:
SECTION "LoadMonFrontSprite", ROM0
Be careful though. DON'T modify any of the sections that come before the SECTION "Main", ROM0
in home.asm. Those sections are very precise, for hardware reasons.
- Oak does use his own palette in the intro. But instead of being coded in color/oak_intro.asm like the others, it's coded in engine/oak_speech.asm
pokered-gbc/engine/oak_speech.asm
Line 57 in 87abfb7
This relates to point 2. If we added all the custom code that is in color/oak_intro.asm directly into engine/oak_speech.asm, we would make the assembly routine longer shifting everything else in the bank down, which we are trying to avoid. So some of the code got moved to another location. However the Oak palette was able to fit in the original routine without making the routine longer, because of other changes.
- I've been using rgbds v0.2.5 for this hack. I don't see how using v0.3.0 would cause the audio bugs you are experiencing, but it's possible I suppose. Maybe switching to v0.2.5 would fix that.
Regardless, I'm going to update this hack, and my other hacks, today to be compatible with v0.3.7
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Finally got around to updating this hack to be compatible with rgbds v0.3.8
Closing
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Related Issues (12)
- Build issue HOT 7
- White Screen When Selecting Starter Pokémon HOT 1
- Route 15 gate binoculars Articuno sprite displays incorrectly HOT 1
- Compatability with Universal Pokemon Randomizer ZX? HOT 2
- Language support? HOT 1
- How to get this to work on vc?
- Update build instructions repo url
- Bug: Player sprite disappears while using itemfinder HOT 2
- Fix pic sizes
- party menu HP bar palette bug HOT 3
- Possible Compilation Error With latest rgbds HOT 1
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