Library that injects distribution event pokémon and reads (some) metadata and pokémon front sprites from the Gen 1 and Gen 2 Pokémon games
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Philippe Symons aedb58832c
V0.3 (#7)
* Feature/add support for localized versions (#3)

* Add support for gen I localizations

There currently is no way to automatically detect the localization yet though.

* Add gen1_determineGameLanguage() and use it automatically in Gen1GameReader if not specified in the constructor

* Add support for the gen II localizations

Note: for Korean games, specifically, I did not implement the Korean character set
(nor do I plan to)

The reason is that it is entirely different and more complex to implement than the other
character sets. I'm not personally invested nor interested enough to go through the hassle.

This affects the pokémon names that will be displayed when using libpokemegb. Instead as
a fallback, it will return "poke-<number>" for these roms.

Feel free to contribute proper Korean character set (and pokémon names) support!

* Streamline the Gen I localization code to be structured similarly to the gen II's

* Fix bug

When Gen1GameReader is triggering the language detection automatically, the
Gen1IconDecoder instance is not updated with the detected language

* Update README.md

* Fix markdown special char escape problem in README.md

* Fix name decoding for localizations

* Fix detection of German Pokémon Yellow

* Fix bug: Japanese saves were not detected correctly for gen I

* Convert every character map entry into UTF-8.

libdragon requires every string to be in UTF-8 encoding

* Fix bug with Japanese saves. Wrong offset was used for the party storage in several functions

* Fix OT names and nicknames for Japanese cartridges

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Also fix Japanese pokemon name retrieval in gen I

* Fix OT and nicknames for Japanese gen I games

* Add support for Japanese and Korean Gen II save offsets

Japenese and Korean Gen II saves have a different save structure (data at different offsets)

* Disable save corruption check for Japanese/Korean games.

I don't have the right save offsets nor can find them. (I'm not adept at decompilation myself and pokegold/pokecrystal don't have the japanese offsets. Nor does PkHex)

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Remove unnecessary casts

* Avoid trying to decode Korean trainername and rival name.

We don't support the character set, neither in libpokemegb and PokeMe64.

The Korean character set is a lot more complex than the other ones. But it would also require the inclusion of a lot of additional character glyphs in PokeMe64
in order to show the characters. Right now I don't feel like doing that for a localization that won't be used by many in combination with PokeMe64.

So instead of showing the trainer name and rival name, I will just replace it with "player" and "rival". It's not an amazing solution, but it's the best I'm willing to do for now.

* Add support for the Korean character sets.

This was needed after all, because we don't want injected pokémon on a Korean cartridge to end up having a nickname like "poke-<indexnumber>".
So that implies the need for being able to decode and encode pokémon names in Korean.

So yeah, I bit the bullet and added support for it. This was really annoying to do, but it has been done!

* Feature/add japanese distribution pokemon (#4)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Bugfix/fix distribution event pokemon inconsistencies (#5)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Fix some inconsistencies with Gen II distribution event pokémon.

* Make use of the Move enum instead of magic numbers for the pokémon moves (#6)

* Add Gen1GameReader::getCurrentMap() function to retrieve the current map the player is on.

I may be able to use this when adding a move deleter for gen1 games later, to make sure the player is in the pokemon center.
(to make sure the player doesn't get trapped because he/she would delete an HM move)

* Fix broken Japanese PC Box support + add support for Pokémon Green (JPN) + fix currentMap retrieval on japanese saves

So, turns out that PC Box support was entirely broken for the Japanese games with PokeMe64.

Apparently, the japanese games only have 8 boxes instead of 12, but each of them has a capacity of 30 pokémon instead
of 20!

So that changes things for the save offsets.

Also: the currentMap offset was wrong for Japanese games. So I had to fix that too!

* Updated README.md

* Fix the same issue with PC Boxes for Japanese Gen II games.

The international releases have 14 pc boxes with 20 pokemon each. But the japanese gen II games have 9 pc boxes with 30 entries each.

* Rework rom offsets for pokémon blue to avoid duplicate rom offset definitions.

The only one different from the red/green offsets is the japanese one anyway.

* Replace "PokeMe64" OT with "PM64" when injecting japanese mons into international games.

Turns out the official character limit was 7

* Fill the unused bytes of a nickname with the terminator byte.

This is needed because according to Bulbapedia, a nickname is only considered not a nickname if it matches with the
uppercase species name with all unused bytes set to the 0x50 terminator.

* Add gen1_isAPokeCenter() function
2025-02-17 12:38:21 +01:00
docs Initial import 2024-06-11 21:45:59 +02:00
examples V0.3 (#7) 2025-02-17 12:38:21 +01:00
include V0.3 (#7) 2025-02-17 12:38:21 +01:00
src V0.3 (#7) 2025-02-17 12:38:21 +01:00
CREDITS.md Try again formatting the titles 2024-06-11 21:59:03 +02:00
LICENSE Update LICENSE 2024-06-11 21:47:38 +02:00
Makefile Initial import 2024-06-11 21:45:59 +02:00
README.md V0.3 (#7) 2025-02-17 12:38:21 +01:00

Introduction

This project implements functionality to read stats, front sprites, Trainers' party/PC boxes and other various properties either directly from the ROM/cartridge or from a save file of Gen 1 and Gen 2 Pokémon games. It also has support and data to inject the Distribution event pokémon into gen 1 and gen 2 pokémon save files.

I'm happy to accept pull requests if the community wants to do them.

Features

  • Decode front sprites from Gen 1 and Gen 2 Pokémon games
  • Decode party icons in Gen 1 and 2 games
  • Read Trainers' party and PC boxes from Gen 1 and 2
  • Inject Pokémon from past distribution events into your Gen 1/Gen 2 game save
  • Inject other pokémon into your Gen 1/Gen 2 game save
  • Supports all localizations

Dependencies

This library only depends on libc. I specifically wanted to avoid the bloat of libstdc++ or any other library. This choice is to keep this library small and portable.

The library was developed on Linux. I haven't tried building it on Windows or WSL yet, so let me know how that goes :)

Build

To build it, you can do this:

#Build with 12 threads (Change the thread number to what you want):

make -j 12

Usage

You can add the library to your project and use either the Gen1GameReader or Gen2GameReader alongside an instance of the BufferBasedRomReader and BufferBasedSaveManager.

There are also a few standalone example applications that are being built while building this project.

The most interesting one of those for most will probably be the addDistributionPoke application:

It gives you a menu in the terminal to select a distribution event pokémon into your save file.

Goal

This project was built as a stepping stone for PokeMe64: This project injects Distribution pokémon into a cartridge using the N64 transfer pak. That's why the initial feature set of libpokemegb is what it is.

I also hope that if someone else wants to work on something similar, that he/she finds the functionality they want or inspiration to implement it themselves. I tried to document the resources I used during development in the code.

Future potential improvements

  • Add support for gen 3
  • Possibly other additions if the community wants them?