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extract_tileblocks also has the ability to output asm, but the output seems like it would be too much for rgbasm to handle. Instead of cluttering up common.asm, I am opting to place the data in binary data files under gfx/blocksets/ in .bst files. Every 16 bytes is a separate block in the blockset. Each byte is referencing a tile id from the tileset graphics in gfx/tilesets/. hg-commit-id: 0540eff0f081 |
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| extras | ||
| gfx | ||
| maps | ||
| pic | ||
| text | ||
| .hgignore | ||
| common.asm | ||
| constants.asm | ||
| Makefile | ||
| pokeblue.asm | ||
| pokered.asm | ||
| README | ||
| textpre.awk | ||
This is a disassembly of Pokémon Red. It uses the following ROM as a base: Pokemon Red (UE) [S][!].gb (MD5: 3d45c1ee9abd5738df46d2bdda8b57dc) To assemble, first install RGBDS and put it in your path. The version of RGBDS needed is rgbds-linux: https://github.com/bentley/rgbds/ git://github.com/bentley/rgbds.git Then copy the Pokémon ROM to this directory as "baserom.gbc". Then run "make" in your shell. This will output a file named "pokered.gbc".