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- Seen Apr 11, 2021
Not sure if this is the best place, but wanted to drop this here:
https://github.com/froggestspirit/pokeemerald/tree/80x80Sprites
I recently released a branch for those who use the decomp, that replaces the 64x64 sprites with the DS's 80x80 ones.
For a long time, people said it wasn't possible, or it was too much work. It's not perfect, but I'm pretty happy with the results. This works by creating additional sprites that mimic the main sprites position, rotation, etc. I've adjusted the positioning of the healthboxes, and moved the main battle textbox down 8 pixels. All Pokemon should be using their D/P sprites, with the exception of Castform and Unown. Trainers are the same emerald sprites, but on an 80x80 canvas, so they can be upscaled/replaced if needed.
There's a few known bugs as mentioned on the github, and there can be breif moments of a sprite being cut off during an animation (like when smoochum is sent out in the gif attached). This generally only happens in double battles, since the GBA has a sprite limit per scanline (Transformations double the sprite canvas size).
https://github.com/froggestspirit/pokeemerald/tree/80x80Sprites
I recently released a branch for those who use the decomp, that replaces the 64x64 sprites with the DS's 80x80 ones.
For a long time, people said it wasn't possible, or it was too much work. It's not perfect, but I'm pretty happy with the results. This works by creating additional sprites that mimic the main sprites position, rotation, etc. I've adjusted the positioning of the healthboxes, and moved the main battle textbox down 8 pixels. All Pokemon should be using their D/P sprites, with the exception of Castform and Unown. Trainers are the same emerald sprites, but on an 80x80 canvas, so they can be upscaled/replaced if needed.
There's a few known bugs as mentioned on the github, and there can be breif moments of a sprite being cut off during an animation (like when smoochum is sent out in the gif attached). This generally only happens in double battles, since the GBA has a sprite limit per scanline (Transformations double the sprite canvas size).