Pokemon nes rom

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Pokemon nes rom
by on (#73958)
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 :)

by on (#73959)
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.

by on (#73961)
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.

by on (#73962)
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".

by on (#73965)
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 !

by on (#73966)
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.

by on (#73967)
nice :) if u ever do tht PPPPLLLLLZZZZ tell me ! tht would be rlly cool! i love pokemon games

by on (#73973)
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

by on (#73976)
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. :wink: 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?

by on (#73982)
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

by on (#74032)
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.

by on (#74037)
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.

by on (#74040)
ic... well does anyone here think that they would be able to make one?

by on (#74044)
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.

by on (#75124)
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:
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