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Diegoisawesome
October 16th, 2010, 1:53 PM
Summary:
Well, it's been done. Three years after making this thread, many advancements in the Ruins of Alph have been accomplished; shiny quagsire obtained the original source code from Mastermind_X and put it up on GitHub, mwksoul took that code and made it almost work in Emerald, and finally, I took that code and made it completely compatible with existing in-game systems, getting rid of any bugs and incompatibilities and adding in things like fading. More recently, shiny quagsire ported my code over to FireRed, allowing for much more hacks to use it than before.

Screenshot:
https://domoreaweso.me/user/pages/02.games/01.pokemon-crystaldust/_slider/CrystalDust_ruinsofalph.png

Source:
https://github.com/shinyquagsire23/M_X-RuinsofAlph
Released under GPLv3, anyone is free to take this code and use it in their own hack as-is, or modify it and release the source code as well. Any forks from the code are free to be discussed in this thread.

Q/A:
Q: What engines does this work in?
A: Emerald and FireRed only.

Q: Will you be porting this to [Ruby, Sapphire, LeafGreen]?
A: Sorry, but no. Feel free to port the code over if you want to, though! shiny quagsire made this process extremely simple!

Q: How do you put this into a hack?
A: Get devkitARM from http://sourceforge.net/projects/devkitpro/. Drop your ROM of choice in the project folder. Compile the source into your ROM with
make (ROM code) fname="(ROM name.gba)" offset=(free space offset)without parentheses.
The ROM code is either bpre for FireRed or bpee for Emerald.
Once it's been injected into your hack, use a script such as this to start it:
#org @start
lockall
setvar 0x8004 0x0
fadescreen 0x1
callasm 0x(free space offset + 1)
waitstate
compare LASTRESULT 0x1
if 0x1 goto @success
releaseall
endSetting var 0x8004 to 0, 1, 2, or 3 will choose which one of the four puzzles to load (Kabuto, Aerodactyl, Omanyte, and Ho-Oh respectively), and you can check to see whether or not the player successfully solved the puzzle with the contents of LASTRESULT.

Q: Who did what in this?
A: Mastermind_X made the original standalone ROM (of course), shiny quagsire obtained the source and uploaded it to GitHub, mwksoul did the initial hard work (cleaning up the original, making it not a standalone), while I made it fully compatible with Emerald's callback system, sprite loading system, etc. shiny quagsire then ported that code over to FireRed, making it fully compatible with that engine.

Credits: (if you want to use this, then make sure to credit all of us)
Mastermind_X: The original
shiny quagsire: The obtaining of the source, the port to FireRed
mwksoul: The initial port and cleanup
diegoisawesome: The compatibility and customization



ORIGINAL POST:
We all know the Ruins of Alph puzzle made by Mastermind_X, right?
http://sfc.pokefans.net/lesson.php?id=21
Well, it was made for Fire Red, and when I wanted it in my Emerald hack, I tried to port it over. I changed the LASTRESULT address and tried it in-game.
http://img215.imageshack.us/img215/7027/crystaldustruinsofalph.png
As you can see, the result was less than satisfactory, and although it did work, it did have some glitches. As you can see here, the strange coloration is one part, and the other part is that after exiting it, pressing start would give you a weirdly formatted start menu, at the botom of the screen. Exiting it and trying again would bring up the normal Start menu, except exiting this one would remove all of the tiles on the top layer of the map.

So my question is this: How can Mastermind_X's brilliant puzzle be taken over to Emerald?

TheDarkShark
October 18th, 2010, 2:02 AM
Tutti did this for Eissturm, i think...
But he doesn't seem active here, I'll ask him if you want ;)

Shiny Quagsire
October 18th, 2010, 6:17 AM
Could you post a picture of the pallet before you touch it and after for us? I'm not sure if it's just not changing the pallet or what the deal is.

Diegoisawesome
October 18th, 2010, 1:31 PM
Could you post a picture of the pallet before you touch it and after for us? I'm not sure if it's just not changing the pallet or what the deal is.
It's not just that, the start menu is glitched up afterwards too. I believe it's because the RAM areas it uses are used in Emerald already... and maybe some ASM incompatibilities too.

Darthatron
October 18th, 2010, 10:33 PM
It's not just that, the start menu is glitched up afterwards too. I believe it's because the RAM areas it uses are used in Emerald already... and maybe some ASM incompatibilities too.

It would definitely be the RAM areas, but it wouldn't be ASM incompatibilities, because that makes no logical sense. :)

Diegoisawesome
October 19th, 2010, 2:38 PM
It would definitely be the RAM areas, but it wouldn't be ASM incompatibilities, because that makes no logical sense. :)
Well, what I meant was that you might have had to branch to different ROM locations or push and pop some extra registers.

Shiny Quagsire
January 30th, 2013, 10:08 PM
I found your little problem with the palette. In Fire Red, the palette is copied via DMA to 0x05000000, which means that manually writing to that location will have it automagically rewritten over by the DMA (I personally discovered this with some of my own ASM). However, there is a palette buffer (two actually, one is for fading) in the Pokemon Games where the DMA copies from. In Fire Red, this buffer is at 0x020371f8. However, in Emerald, it's 0x02037B14. so a simple pointer search should fix that. M_X may or may not have used this buffer, so if searching the FR pointer comes up with nothing, find the main palette memory (0x05000000) and the obj pallet memory, which is 0x200 more than the background palette and replace those accordingly (adding 0x200 to the offset for the OBJ palette)

As for the menu, it may have something to do with how he preserves the palettes and tiles. What he does is he copies a big portion (or all) of the OBJ memory and the tile memory, and stores them using these #defines in his main.h file:

#define lzData2 ((u16*)0x203C000)
#define lzData ((u16*)0x203D000)
#define save1 ((u16*)0x203E000)
#define save2 ((u16*)0x203F000)

So perhaps repoint those RAM locations to fix the menu.

Diegoisawesome
January 31st, 2013, 2:29 PM
I found your little problem with the palette. In Fire Red, the palette is copied via DMA to 0x05000000, which means that manually writing to that location will have it automagically rewritten over by the DMA (I personally discovered this with some of my own ASM). However, there is a palette buffer (two actually, one is for fading) in the Pokemon Games where the DMA copies from. In Fire Red, this buffer is at 0x020371f8. However, in Emerald, it's 0x02037B14. so a simple pointer search should fix that. M_X may or may not have used this buffer, so if searching the FR pointer comes up with nothing, find the main palette memory (0x05000000) and the obj pallet memory, which is 0x200 more than the background palette and replace those accordingly (adding 0x200 to the offset for the OBJ palette)

As for the menu, it may have something to do with how he preserves the palettes and tiles. What he does is he copies a big portion (or all) of the OBJ memory and the tile memory, and stores them using these #defines in his main.h file:

#define lzData2 ((u16*)0x203C000)
#define lzData ((u16*)0x203D000)
#define save1 ((u16*)0x203E000)
#define save2 ((u16*)0x203F000)

So perhaps repoint those RAM locations to fix the menu.
Well, to start with, this isn't the only problem. Being designed for a standalone ROM, it doesn't fade in and out nor play a jingle. Besides this, the routine needs to be rewritten to use the in-game methods of storing data, such as the LZ data and palette data. Basically, the source is amazing to finally have so these issues can be fixed.

SBird
February 9th, 2013, 2:01 AM
I had this problem too, together with some other problems, the thing is that Mastermind_X used the direct palette RAM at 0x05000000, but as you know maybe Pokémon backstores the Palettes in the WRAM. The data is copied in the DMA3 line and you want to turn that off. I can only give you the adresses for the german ROMs and what you want to change, it might be similar to the english ones:

Firered(BPRD):

Disable: 0x02037AC0 = 0x80
Able: 0x02037AC0 = 0x40

Emerald(BPED):

Disable: 0x02037FDC = 0x80
Able: 0x02037FDC = 0x40

The Firered ones were researched by driver and published in his research note files.

You want to find the offset in the routine and change it.
As I tried that I had some problems with the OAM stuff. The sprites were all bugged and I wasnt able to end the code correctly, I think some layers and also the OAM was bugged, I wasn't able to solve that though.
Hope I could help and maybe I also find an answer to my problems^^

~SBird

Hound of Justice
March 9th, 2013, 3:50 AM
I hope you find a way to make this puzzle for emerald to play it on crystaldust xD

Diegoisawesome
December 10th, 2013, 8:52 PM
Well, it's been done. Three years after making this thread, many advancements in the Ruins of Alph have been accomplished; shiny quagsire obtained the original source code from Mastermind_X and put it up on GitHub, mwksoul took that code and made it almost work in Emerald, and finally, I took that code and made it completely compatible with existing in-game systems, getting rid of any bugs and incompatibilities and adding in things like fading.

Everything you need to know is in the first post, so check it out!

daniilS
December 11th, 2013, 7:12 AM
So, the code by mwksoul is the insertable version for firered? Can it be found somewhere? Because I want to change the images, but when doing it through nse or unlz.gba, they get messed up.

Shiny Quagsire
December 12th, 2013, 5:19 PM
Just wanted to mention it but I got it working on Fire Red:
http://i569.photobucket.com/albums/ss135/mtinc2/ALP_zps2b32070c.png
http://i569.photobucket.com/albums/ss135/mtinc2/ALP_zps8f1cd8be.png
It was remarkably simple to get the base code down. All it took was a few bytes from the beginning of each Emerald function to find the equivalent in Fire Red. After that it was just tweaking and asking diegoisawesome what the heck that line of code over there does (he was a big help with the port). But as of now the status of Fire Red is fully ported. I also right aligned the text to fit more with the Fire Red style.

EDIT:
Just to expand on the possibilities of the source code, I made up this graphical hack to demonstrate:
http://i569.photobucket.com/albums/ss135/mtinc2/ALP_zps2e299010.png
http://i569.photobucket.com/albums/ss135/mtinc2/ALP_zps172816e5.png
And in terms of editing that's actually pretty weak. With this code you can do pretty much anything. Add more puzzles, change the gameplay to add rotation, make it one of those weird sliding puzzles where there's only one space open, the list goes on and on.

If anyone wants the skinned version of this though, you can grab it on the grayruins branch on the main GitHub page in the main post. If you modify the graphics, make sure to reexport them with winGRIT (http://www.coranac.com/man/grit/html/wingrit.htm) and rename them appropriately inside the img_bins folder or the changes won't show up. Also, a few notes on that:

Export the background at 4bpp with lz77 compression for the graphics and the map with lz77 compression as well. Also make sure that you export the palette
Exporting palettes on the tiles is not required, but exporting the palette on the pointer is. If you edit the palette in one, mirror the edits in all the others.
The pointer and the tiles share the same palette. This can be changed by editing the code but we opted to change as few palettes as possible.


And finally, one last note on porting. Currently our system is designed to be easily portable between versions, meaning that if you edit the main code and test on Fire Red it should still be able to compile for Emerald without error. To port another game over, create a new useful-XXXX.h with your appropriate game code. So if I were to port this to Ruby, it would be useful-axve.h. Once you have that file set up you just need to find all the equivalent functions and pointers inside the file and then set up the makefile and main.c to recognize your game and useful-axve.h file. It's a long and trivial process, but once you have it done you are set to be able to compile code between all of the supported games.

SBird
January 4th, 2014, 12:05 PM
I have a question concerning the "tutorial bar" thing, I have set up a version which is working with the german version of emerald(It was quite easy, thanks to the header file), now I wanted to translate the text into german as well, but as soon as I change something, everything seems to be messed up(Made a screenshot, to make you aware of what I mean):
http://puu.sh/69vml.png

As you can see it renders the things like twice, maybe someone has an idea of what's going on here :)

~SBird

Diegoisawesome
January 4th, 2014, 1:32 PM
I have a question concerning the "tutorial bar" thing, I have set up a version which is working with the german version of emerald(It was quite easy, thanks to the header file), now I wanted to translate the text into german as well, but as soon as I change something, everything seems to be messed up(Made a screenshot, to make you aware of what I mean):
http://puu.sh/69vml.png

As you can see it renders the things like twice, maybe someone has an idea of what's going on here :)

~SBird
If you modify the text, you'll also need to change the array length to be the length of your new text.
const u8 tutorialText[23]
That 23 will need to be changed to reflect your new text length.

SBird
January 4th, 2014, 2:55 PM
If you modify the text, you'll also need to change the array length to be the length of your new text.
const u8 tutorialText[23]That 23 will need to be changed to reflect your new text length.
Thank you very much for explaining such simple stuff to a C-Noob like me. :)
Everything works perfectly now!

~SBird

Le pug
January 5th, 2014, 9:49 AM
Do you think you could do a more in depth explanation on how to implement into the hack? I know it's probably super easy for you to do, but I have been stuck on inserting this for awhile. Downloaded....
"Drop your ROM of choice in the project folder"
er where is this project folder?
"Compile the source into your ROM with
Code:
make (ROM code) fname="(ROM name.gba)" offset=(free space offset)"
and how to do this?

thanks in advance and thanks for this resource

SBird
January 5th, 2014, 11:46 AM
You want to have your romfile in the same directory as the ruins_of_alph project you downloaded(The folder in which the makefile is, that is)
Then you have to open your command terminal by eighter pressing Windows Key + R and typing "cmd", and then navigate to this particular folder(Command "cd" for change directory), or you may be able to open the command terminal at a specific place by shift right-clicking the folder and selecting "open command terminal here" or something like that. (I can't tell you exactly because my UI is in german)

After that you just type in the make command like provided above and the toolkit will automatically install it for you. Further it may be neccesary to download and install "DevkitPro" (Google it), and adding it to your environment variables/PATH. (I have this because of developement reasons, I don't know if it's required, if it does'nt work you might try to do that, you can find out how to edit your PATH variables via google)

~SBird

Inmortal Kaktus
December 3rd, 2015, 9:14 AM
Hi, I have a problem with this routine, When I try to continue the script after solve the puzzle, this don't work, I need change a value of var to activate a script when I completed this. How can I make it?

Diegoisawesome
December 10th, 2015, 12:01 AM
Hi, I have a problem with this routine, When I try to continue the script after solve the puzzle, this don't work, I need change a value of var to activate a script when I completed this. How can I make it?
Post the script you're using to call it; I didn't get a good look at it over the IRC.

Nisarg
March 21st, 2017, 7:13 AM
Can anyone tell how to implement it?
When I type that code in cmd in root folder, shows error,
Here is what I did:
Copied my rom in root, then copied 3 files from bin folder of gnumake, then open cmd here, and typed the following:
make bpre fname="test" offset=800000
My rom name was test, obviously...

Diegoisawesome
March 22nd, 2017, 9:59 AM
Can anyone tell how to implement it?
When I type that code in cmd in root folder, shows error,
Here is what I did:
Copied my rom in root, then copied 3 files from bin folder of gnumake, then open cmd here, and typed the following:
make bpre fname="test" offset=800000
My rom name was test, obviously...
You're meant to use devkitPro and its toolkit in order to build this. Also, you need to also give the file extension in the fname parameter.

Nisarg
April 24th, 2017, 1:57 AM
Can anyone provide me a bin file insead?
Problems compiling,
Offset > 0xAA0000

Diegoisawesome
April 24th, 2017, 1:59 PM
Can anyone provide me a bin file insead?
Problems compiling,
Offset > 0xAA0000
What issues are you having? It would be best to fix those problems instead of someone providing you a binary.

Nisarg
April 25th, 2017, 9:15 AM
What issues are you having? It would be best to fix those problems instead of someone providing you a binary.
That's true, Do i need any software for this?
I have make and devkitpro installed and added to patch variables...
Also have java runtime.
Plz guide me, thanks

Diegoisawesome
April 25th, 2017, 11:05 AM
That's true, Do i need any software for this?
I have make and devkitpro installed and added to patch variables...
Also have java runtime.
Plz guide me, thanks
Well what's your actual issue? When you try to build it, what happens?

Nisarg
April 25th, 2017, 9:51 PM
Well what's your actual issue? When you try to build it, what happens?
I copied 3 files from bin folder of GnuMake and pasted them in repo, created a new empty folder called build, shift+right click and open cmd here, typed make and enter...
Giving error,

Bloody-Red
April 26th, 2017, 2:57 AM
I copied 3 files from bin folder of GnuMake and pasted them in repo, created a new empty folder called build, shift+right click and open cmd here, typed make and enter...
Giving error,

Actually sharing error screenshot can be really helpful to help you out ;)

mbcn10ww
April 26th, 2017, 3:47 AM
I copied 3 files from bin folder of GnuMake and pasted them in repo, created a new empty folder called build, shift+right click and open cmd here, typed make and enter...
Giving error,

Have you paid attention in Diego's thread? It's not a simple "make":
make (ROM code) fname="(ROM name.gba)" offset=(free space offset)
Example:
make bpre fname="BPRE0.gba" offset=0x9E0000

Nisarg
April 26th, 2017, 5:43 AM
Have you paid attention in Diego's thread? It's not a simple "make":
make (ROM code) fname="(ROM name.gba)" offset=(free space offset)
Example:
make bpre fname="BPRE0.gba" offset=0x9E0000
Ik, i did it with that whole arguments...
I'll try it again...
Do we have to edit linker.sc?

mbcn10ww
April 26th, 2017, 6:28 AM
Do we have to edit linker.sc?

I don't know because I never tried to compile it, but I will take a look when I get a chance.


Summary:
Well, it's been done. Three years after making this thread, many advancements in the Ruins of Alph have been accomplished; shiny quagsire obtained the original source code from Mastermind_X and put it up on GitHub, mwksoul took that code and made it almost work in Emerald, and finally, I took that code and made it completely compatible with existing in-game systems, getting rid of any bugs and incompatibilities and adding in things like fading. More recently, shiny quagsire ported my code over to FireRed, allowing for much more hacks to use it than before.

Screenshot:
https://domoreaweso.me/user/pages/02.games/01.pokemon-crystaldust/_slider/CrystalDust_ruinsofalph.png

Source:
https://github.com/shinyquagsire23/M_X-RuinsofAlph
Released under GPLv3, anyone is free to take this code and use it in their own hack as-is, or modify it and release the source code as well. Any forks from the code are free to be discussed in this thread.

Q/A:
Q: What engines does this work in?
A: Emerald and FireRed only.

Q: Will you be porting this to [Ruby, Sapphire, LeafGreen]?
A: Sorry, but no. Feel free to port the code over if you want to, though! shiny quagsire made this process extremely simple!

Q: How do you put this into a hack?
A: Get devkitARM from http://sourceforge.net/projects/devkitpro/. Drop your ROM of choice in the project folder. Compile the source into your ROM with
make (ROM code) fname="(ROM name.gba)" offset=(free space offset)without parentheses.
The ROM code is either bpre for FireRed or bpee for Emerald.
Then all that's left is a callasm to your free space offset +1.

Q: Who did what in this?
A: Mastermind_X made the original standalone ROM (of course), shiny quagsire obtained the source and uploaded it to GitHub, mwksoul did the initial hard work (cleaning up the original, making it not a standalone), while I made it fully compatible with Emerald's callback system, sprite loading system, etc. shiny quagsire then ported that code over to FireRed, making it fully compatible with that engine.

Credits: (if you want to use this, then make sure to credit all of us)
Mastermind_X: The original
shiny quagsire: The obtaining of the source, the port to FireRed
mwksoul: The initial port and cleanup
diegoisawesome: The compatibility and customization



ORIGINAL POST FROM THREE YEARS AGO:
We all know the Ruins of Alph puzzle made by Mastermind_X, right?
http://sfc.pokefans.net/lesson.php?id=21
Well, it was made for Fire Red, and when I wanted it in my Emerald hack, I tried to port it over. I changed the LASTRESULT address and tried it in-game.
http://img215.imageshack.us/img215/7027/crystaldustruinsofalph.png
As you can see, the result was less than satisfactory, and although it did work, it did have some glitches. As you can see here, the strange coloration is one part, and the other part is that after exiting it, pressing start would give you a weirdly formatted start menu, at the botom of the screen. Exiting it and trying again would bring up the normal Start menu, except exiting this one would remove all of the tiles on the top layer of the map.

So my question is this: How can Mastermind_X's brilliant puzzle be taken over to Emerald?

It will only show one picture? If I want to make all pictures from GSC I need to compile it many times? If the puzzle is solved, there is a flag/var that checks it for future uses?

Diegoisawesome
April 26th, 2017, 1:05 PM
I copied 3 files from bin folder of GnuMake and pasted them in repo, created a new empty folder called build, shift+right click and open cmd here, typed make and enter...
Giving error,
Why are you copying anything from GnuMake? Either the devkitPro tools should already be in your PATH or you should be executing this from within the environment installed by devkitPro (called msys). You also shouldn't be creating a build folder, you should be executing this inside the root of the repo.
It will only show one picture? If I want to make all pictures from GSC I need to compile it many times? If the puzzle is solved, there is a flag/var that checks it for future uses?
Just realized I left out some important parts to the actual in-game script from the instructions. I've added them in now, so check the first post in this thread for your answer.

mbcn10ww
April 26th, 2017, 2:39 PM
Just realized I left out some important parts to the actual in-game script from the instructions. I've added them in now, so check the first post in this thread for your answer.

Awesome (obviously ^^).

One thing, this source supports additional puzzles? (because I want to add puzzles for all Fossil Pokémon)

Diegoisawesome
April 26th, 2017, 8:09 PM
Awesome (obviously ^^).

One thing, this source supports additional puzzles? (because I want to add puzzles for all Fossil Pokémon)
Well it's just code. As long as you understand how it all works together, you can do anything you want to it.

mbcn10ww
April 27th, 2017, 2:59 AM
Well it's just code. As long as you understand how it all works together, you can do anything you want to it.

Ok thanks, I will try my best. ^^

eMMe97
April 28th, 2017, 5:06 AM
If you want a hg/ss style graphics I created this

http://i.imgur.com/sJ9AcU4.png

now a question: after the callasm if I resolved the puzzle or not the script finish...

my script for fire red (U) 1.0

'---------------
#dynamic 0x800000
#org @start
lockall
msgbox @mess1 0x6
setvar 0x8004 0x0
fadescreen 0x1
callasm 0x8A00001
waitstate
compare LASTRESULT 0x1
if 0x1 goto @success
msgbox @mess3 0x6
releaseall
end

'---------------
#org @success
msgbox @mess2 0x6
releaseall
end


'---------
' Strings
'---------
#org @mess1
= Wow! A puzzle!

#org @mess3
= Bad News...

#org @mess2
= Good Job!

The messages "Good Job!" and "Bad News" don't appear in any case...the script finish before...

Diegoisawesome
April 28th, 2017, 11:25 AM
The messages "Good Job!" and "Bad News" don't appear in any case...the script finish before...
It seems the FireRed port was buggy and didn't correctly return to the overworld. Pull the latest commit and try building it again.

Nisarg
May 1st, 2017, 10:55 PM
If you want a hg/ss style graphics I created this

http://i.imgur.com/sJ9AcU4.png

now a question: after the callasm if I resolved the puzzle or not the script finish...

my script for fire red (U) 1.0

'---------------
#dynamic 0x800000
#org @start
lockall
msgbox @mess1 0x6
setvar 0x8004 0x0
fadescreen 0x1
callasm 0x8A00001
waitstate
compare LASTRESULT 0x1
if 0x1 goto @success
msgbox @mess3 0x6
releaseall
end

'---------------
#org @success
msgbox @mess2 0x6
releaseall
end


'---------
' Strings
'---------
#org @mess1
= Wow! A puzzle!

#org @mess3
= Bad News...

#org @mess2
= Good Job!

The messages "Good Job!" and "Bad News" don't appear in any case...the script finish before...

So to use that hgss style I just replace the file from folder?
Does it use same pallete?

Nisarg
May 1st, 2017, 10:58 PM
Gettin errors, diego.
I dropped my rom named BPRE0 in root, edited xxxxxx to 990000 in linker file, and in cmd typed
make bpre fname=BPRE0.gba offset=990000
Xactly tgat, sam cases as I typed above, no quotes too in fname...
Is that right?

eMMe97
May 2nd, 2017, 12:21 AM
So to use that hgss style I just replace the file from folder?
Does it use same pallete?

If you want to use this new background you must re-edit the file in M_X-RuinsofAlph/img_bins/background.h with the byte of this background or you can change the pointer offset (tiles and map) after.
The palette is not the same, but I just index it.

Diegoisawesome
May 2nd, 2017, 7:25 AM
Gettin errors, diego.
I dropped my rom named BPRE0 in root, edited xxxxxx to 990000 in linker file, and in cmd typed
make bpre fname=BPRE0.gba offset=990000
Xactly tgat, sam cases as I typed above, no quotes too in fname...
Is that right?
You shouldn't need to edit the linker file at all; the whole point of the offset argument is that it automatically generates a proper linker file and inserts itself at that offset.

Noodlewhiz
August 3rd, 2017, 7:08 PM
I'm having trouble compiling this. Every time I try, I get the error:
D:\Rom Hacking\Roms\Game\Source Code\M_X-RuinsofAlph-master>make BPRE fname="BPRE0.gba" offset=8A6D10
'printf' is not recognized as an internal or external command,
operable program or batch file.
sed 's/^ rom : ORIGIN = 0x08XXXXXX, LENGTH = 32M$/ rom : ORIGIN = 0x088A6D10, LENGTH = 32M/' linker_base.lsc > linker.lsc
'sed' is not recognized as an internal or external command,
operable program or batch file.
make: *** [BPRE] Error 1
Any suggestions of what I could be doing wrong?

Diegoisawesome
August 3rd, 2017, 9:39 PM
I'm having trouble compiling this. Every time I try, I get the error:
D:\Rom Hacking\Roms\Game\Source Code\M_X-RuinsofAlph-master>make BPRE fname="BPRE0.gba" offset=8A6D10
'printf' is not recognized as an internal or external command,
operable program or batch file.
sed 's/^ rom : ORIGIN = 0x08XXXXXX, LENGTH = 32M$/ rom : ORIGIN = 0x088A6D10, LENGTH = 32M/' linker_base.lsc > linker.lsc
'sed' is not recognized as an internal or external command,
operable program or batch file.
make: *** [BPRE] Error 1
Any suggestions of what I could be doing wrong?
That's really interesting.. You've installed devkitARM, right? And your Windows "Path" environment variable points to it too?

Noodlewhiz
August 3rd, 2017, 10:12 PM
That's really interesting.. You've installed devkitARM, right? And your Windows "Path" environment variable points to it too?
Yup. I installed msys also and was able to get the error down to this:
D:\Rom Hacking\Roms\Game\Source_Code\M_X-RuinsofAlph-master>make BPRE fname="BPRE0.gba" offset=8A6D10
sed 's/^ rom : ORIGIN = 0x08XXXXXX, LENGTH = 32M$/ rom : ORIGIN = 0x088A6D10, LENGTH = 32M/' linker_base.lsc > linker.lsc
/usr/bin/sh: sed: command not found
make: *** [BPRE] Error 127
How do I get the compiler to recognize the command "sed"?

Nisarg
August 4th, 2017, 1:12 AM
Yup. I installed msys also and was able to get the error down to this:
D:\Rom Hacking\Roms\Game\Source_Code\M_X-RuinsofAlph-master>make BPRE fname="BPRE0.gba" offset=8A6D10
sed 's/^ rom : ORIGIN = 0x08XXXXXX, LENGTH = 32M$/ rom : ORIGIN = 0x088A6D10, LENGTH = 32M/' linker_base.lsc > linker.lsc
/usr/bin/sh: sed: command not found
make: *** [BPRE] Error 127
How do I get the compiler to recognize the command "sed"?

Your Path does not have Devkiarm there, also GNUmake bin fodler.

Noodlewhiz
August 4th, 2017, 9:21 AM
Your Path does not have Devkiarm there, also GNUmake bin fodler.
They do. Both my user variables and environment variables have a path to the DevkitARM bin folder, the GNUmake bin folder, and the msys bin folder.

Z-nogyroP
August 14th, 2017, 5:55 PM
having some trouble trying to change the images used in compilation. i tried to rasterize the new background in grit, but whenever i go to test it ingame the background is completely black.

https://pastebin.com/4eqkNb18 this is the output file i'm using

https://cdn.discordapp.com/attachments/333453976378802177/346128242324799490/background.png
this is the image of the background