User avatar
drx
Topic Author
Posts: 251
Joined: 07 Aug 2006, 15:08
Contact:

Pokemon Ruby Debug

30 Jun 2010, 19:07

I can't release this (for obvious reasons) but I thought I'd post some screenshots.

This Pokemon Ruby proto has a debug menu with some nice things and cheats.

Enjoy!

Image
Image
Image

The game has menus for each programmer, likely for them to test their respective subprojects. The ID is the map ID. The X, Y, H numbers are the X, Y, Z coordinates.

Image

Nothing seems to happen when you select WATANABE. A "successful save" sound plays but nothing apparent happens apart from that.

Image

This is the SOGABE menu. Nothing seems to happen when you select either of these.

Image

The TAMADA menu. No idea what this means.

Image

The KAGAYA menu. The trainer's card, surprisingly, shows your trainer card. The "card to exchange" shows something like your foe's trainer card. The slot machine option runs the slot machine minigame.

Image
Image

The MATUDA menu.

Image

The NOHARA menu.

Image

NOHARA's TV submenu.

Image

NOHARA's Fan submenu.

Image

The next set of debug menus. Transport lets you fly to any place on the map (not just cities). Pretty nifty.

Image

TOMOMITI's menu.
Image

Trick house.

Image

More trick house.
Image
More trick house.

Image

TOMIMITI's Control Events.

Image

This is what happens when you select the first option.

Image

The second option. The OPEN thing takes you to the last gym.

Image

The flag menu.

Image

The first flag submenu.

Image

Flags

Image
Image

Control WORK. The next few shots are WORK submenus. And flag menus.

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

TAYA's menu.

Image


Image

I can control the weather!

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

I can even make the weather underwater!

Image

Image


Image

Simple text.

Image

Old man.

Image

Award a ribbon.

Image
Image

You can rig the lottery.

Image

IWASAWA's menu. The cable car options show the cable car cutscene. The Roulette options start the roulette minigame.

Image

View a MAIL menu.

Image

Something that happens when you select a bunch of them.

Image

Make an item. You can give yourself a bunch of master balls.

Image

Another set of menus. Teleport teleports you to your house. Edit your PKMN lets you edit your pokemon - their stats, etc. Use HM lets you use any HM and Flash.

Image

Image

Switch BG - you can turn off some layers on the screen.

Image

For example.

Image

The control encounter menu. Lets you disable wild pokemon fights. Repel forever, baby.

Image

Mirage island RND. This probably controls whether Mirage island appears or not.

Image
Image

Another set of menus. National Pokedex seems to do nothing. Battle for debug is a confusing menu and I have no idea what it does.

Image

Time records.

Image

The create PKMN menu. Lets you create any pokemon you want.

Image

PSN2 is toxic I think.

Image
Image

Apparently IV and EV are called rnd and exp internally.

Image
Image
Image
Image
Image
Image

The 'see pkmn graphics' menu. You can view all the pokemon and even edit their palettes. Oddly enough pokemon 252-276 are missing (treecko is 277). Removed pokemon perhaps? I wonder if they're still in the rom somewhere.

Image
Image
Image
Image

Ever wanted a sucky yellow Groudon?

Image
Image
Image

I realized shiny Groudon are yellow so I made this ugly green-yellow Regice.

Image

Yet another set of menus. Again National Dex does nothing. Neither does Safari BGM ON/OFF lets you disable music.

Image

The Set Ram berry menu. No idea what it does.

Image

The size comparison menu. Lets you resize the pictures and move them around.

Image
Image
Image
Image

The rematch trainers menu.

Image

Another set of menus. Mystery event enables the Groudon/Kyogre thing.

Image
Image

Image

Cell info. Seems to be about the current map tile you're standing on.

Image

Next set of menus. Hoenn Pokedex does nothing yet again.

Image

See trainers. Trainer editor, just like the pokemon one.

Image
Image

Random number test.

Image

Me-too BackupMan. Savestates? I'm not sure, reading doesn't work.

Image

The last menu.

Image

PTIME

Image

Image

KINA's font test.

Image
Image
Image
Image
Image

Fishing points.

Image

NAKAMURA's menu.

Image
 
User avatar
drx
Topic Author
Posts: 251
Joined: 07 Aug 2006, 15:08
Contact:

30 Jun 2010, 19:15

I've also ripped the music from both final and the proto for someone curious to compare. I haven't been able to find any differences, but the filesizes do differ.

http://drx.pl/pkmn/rubydbg-music.tar.gz - debug
http://drx.pl/pkmn/rubyfinal-music.tar.gz - final
 
User avatar
discworld
Posts: 42
Joined: 03 May 2008, 16:05

01 Jul 2010, 12:25

another great find drx. :) keep up your work! too bad that you cant release it for the fans.
 
User avatar
Glisp
Posts: 30
Joined: 11 Jul 2009, 15:08

02 Jul 2010, 17:29

The 'see pkmn graphics' menu. You can view all the pokemon and even edit their palettes. Oddly enough pokemon 252-276 are missing (treecko is 277). Removed pokemon perhaps? I wonder if they're still in the rom somewhere.


This has been known about for some time now. In the final version, this thing appears when you force data from any of those slots to appear:

http://bulbapedia.bulbagarden.net/wiki/ ... 3%A9mon%29

Its actually a beta version of the sprites used for unidentified pokemon in the pokedex.

The one in the final version of course uses this sprite:
http://bulbapedia.bulbagarden.net/wiki/ ... tion_marks
Which is also a glitch pokemon in the final that occupies hex slots 00 and everything 19B and beyond.
 
User avatar
Coolboyman
Posts: 8
Joined: 29 Jul 2009, 19:10

02 Jul 2010, 23:18

-applause-

Although pokemon 252-276 are missing in the final version as well. Missing slots were common in Red/Blue as well (Labeled as Missingno). IIRC the stats for them are empty as well.
 
User avatar
ICEknight
Posts: 49
Joined: 14 Sep 2009, 02:01

03 Jul 2010, 10:00

It's amazing how all this could be tweaked from within the ROM itself.

Thanks for the pics.
 
User avatar
Kiddo
Posts: 32
Joined: 09 Oct 2008, 18:18

06 Jul 2010, 14:21

The amount of debugging features (and sprites with different palettes) makes this seem very similar to the Fire Emblem GBA protos from earlier.
 
User avatar
Sanky
Posts: 7
Joined: 24 Dec 2006, 02:39

12 Jul 2010, 03:17

This is absolutely awesome and thanks for releasing screenshots and info; it's better then nothing. I understand you can't release the ROM, so I'm happy I got to see this.
 
User avatar
Glisp
Posts: 30
Joined: 11 Jul 2009, 15:08

15 Jul 2010, 17:01

Coolboyman wrote:
-applause-

Although pokemon 252-276 are missing in the final version as well. Missing slots were common in Red/Blue as well (Labeled as Missingno). IIRC the stats for them are empty as well.


Yeah, I kind of explained that to him in my previous post. The way you said it sounds so much better though.
 
User avatar
Team Fail
Posts: 17
Joined: 23 Aug 2010, 08:51

23 Aug 2010, 08:56

Well, if you cannot post a rom for others, why not a patch of some kind?
 
User avatar
Kiddo
Posts: 32
Joined: 09 Oct 2008, 18:18

26 Aug 2010, 08:09

We went over that sort of issue before with the idea of "patching" the FE GBA protos. ROMs do not work that way. Prototypes are different builds with data stored in different locations, and current patching algorithms are not suited for patching a game into it's prototype form.

To put it bluntly, someone tried to make "patches" for the FE protos, but the filesizes were as big as the ROMs themselves, rendering the patches completely pointless.
 
User avatar
drx
Topic Author
Posts: 251
Joined: 07 Aug 2006, 15:08
Contact:

26 Aug 2010, 08:14

Kiddo wrote:
We went over that sort of issue before with the idea of "patching" the FE GBA protos. ROMs do not work that way. Prototypes are different builds with data stored in different locations, and current patching algorithms are not suited for patching a game into it's prototype form.

To put it bluntly, someone tried to make "patches" for the FE protos, but the filesizes were as big as the ROMs themselves, rendering the patches completely pointless.


That's right.

However, the reason I'm not releasing this ROM is different. This was a condition of the sale.

It's theoretically possible to make this releasable, but the amount of work required would be of cosmic proportions (I'd have to change a lot of the ROM in order to make this untraceable to the source).
 
User avatar
Team Fail
Posts: 17
Joined: 23 Aug 2010, 08:51

26 Aug 2010, 10:01

drx wrote:
Kiddo wrote:
We went over that sort of issue before with the idea of "patching" the FE GBA protos. ROMs do not work that way. Prototypes are different builds with data stored in different locations, and current patching algorithms are not suited for patching a game into it's prototype form.

To put it bluntly, someone tried to make "patches" for the FE protos, but the filesizes were as big as the ROMs themselves, rendering the patches completely pointless.


That's right.

However, the reason I'm not releasing this ROM is different. This was a condition of the sale.

It's theoretically possible to make this releasable, but the amount of work required would be of cosmic proportions (I'd have to change a lot of the ROM in order to make this untraceable to the source).

Kinda saddening. I really wanna try this. :'(
But, if things are in different locations, how come it works with repointed data in a rom hack? I am one myself, but sometimes, roms are expanded to make more room for data, and are beyond the original size of the rom in question. How come this isn't the case? I always thought patchers compared the two files and overwrote necessary changes? I really find that odd.
 
User avatar
drx
Topic Author
Posts: 251
Joined: 07 Aug 2006, 15:08
Contact:

26 Aug 2010, 19:07

Team Fail wrote:
...


Suppose you have a ROM and you translate some lines in it from Japanese to English. Then the patch will be something like a list of commands like "At location XYZ, change XXXXXXXX to YYYYYYYY".

And even when ROMs are expanded, the size is usually insignificant compared to the original size (otherwise patching doesn't really make sense)

Now with two differently compiled versions of a game (like in the case of prototypes) almost every piece of data in the ROM is in a different locations. Plus, every address is now different so that has to be patched too. The resulting needed patch (done using the IPS method) size is significant enough to warrant including the ROM itself.
 
User avatar
Team Fail
Posts: 17
Joined: 23 Aug 2010, 08:51

26 Aug 2010, 22:47

drx wrote:
Team Fail wrote:
...


Suppose you have a ROM and you translate some lines in it from Japanese to English. Then the patch will be something like a list of commands like "At location XYZ, change XXXXXXXX to YYYYYYYY".

And even when ROMs are expanded, the size is usually insignificant compared to the original size (otherwise patching doesn't really make sense)

Now with two differently compiled versions of a game (like in the case of prototypes) almost every piece of data in the ROM is in a different locations. Plus, every address is now different so that has to be patched too. The resulting needed patch (done using the IPS method) size is significant enough to warrant including the ROM itself.

Ok. I see where you're going now. But, what about different patching methods, like APS or UPS? Or is releasing a patch against what you can do, essentially "releasing" the game?
 
User avatar
Kiddo
Posts: 32
Joined: 09 Oct 2008, 18:18

27 Aug 2010, 05:59

I've not seen many apps for creating patches besides IPS Format. Perhaps I could take a look, but it mostly depends on how the patchers work - and if they're not much different from IPS, the resutls would not be much an improvement.
 
User avatar
Sanky
Posts: 7
Joined: 24 Dec 2006, 02:39

10 Sep 2010, 07:34

Ok. I see where you're going now. But, what about different patching methods, like APS or UPS? Or is releasing a patch against what you can do, essentially "releasing" the game?

drx has already stated he's not going to release the ROM (that includes anything that can be used to create the ROM, like patches) for legal reasons. Basically, he can't put the person who leaked it in trouble.
 
User avatar
Team Fail
Posts: 17
Joined: 23 Aug 2010, 08:51

10 Sep 2010, 23:44

Sanky wrote:
Ok. I see where you're going now. But, what about different patching methods, like APS or UPS? Or is releasing a patch against what you can do, essentially "releasing" the game?

drx has already stated he's not going to release the ROM (that includes anything that can be used to create the ROM, like patches) for legal reasons. Basically, he can't put the person who leaked it in trouble.

Ok. I see. Not trying to pressure, but can't the names be removed? That way, they'll never know who released it. (Please don't shoot me)
 
User avatar
Superrayman4
Posts: 31
Joined: 10 Nov 2009, 19:33

11 Sep 2010, 18:42

Team Fail wrote:
Sanky wrote:
Ok. I see where you're going now. But, what about different patching methods, like APS or UPS? Or is releasing a patch against what you can do, essentially "releasing" the game?

drx has already stated he's not going to release the ROM (that includes anything that can be used to create the ROM, like patches) for legal reasons. Basically, he can't put the person who leaked it in trouble.

Ok. I see. Not trying to pressure, but can't the names be removed? That way, they'll never know who released it. (Please don't shoot me)


Sadly I don't think that it's that simple
 
User avatar
Team Fail
Posts: 17
Joined: 23 Aug 2010, 08:51

12 Sep 2010, 08:49

Superrayman4 wrote:
Team Fail wrote:
Sanky wrote:
Ok. I see where you're going now. But, what about different patching methods, like APS or UPS? Or is releasing a patch against what you can do, essentially "releasing" the game?

drx has already stated he's not going to release the ROM (that includes anything that can be used to create the ROM, like patches) for legal reasons. Basically, he can't put the person who leaked it in trouble.

Ok. I see. Not trying to pressure, but can't the names be removed? That way, they'll never know who released it. (Please don't shoot me)


Sadly I don't think that it's that simple

It's all the crap in the credits that has to be done. Let me see...

Who is online

Users browsing this forum: No registered users and 0 guests