Retnuhytnuob 274ab00a8b
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Convert the 0x06... range to practical forms; mode lamp naming (#265)
Adds some define macro for specifying an address in the Board/Object VRAM space, indexed by the Block, Row, Col
Documents the usage of the block 2 + 6 lines of block 3, with a 'modulused crosssection of the board', and a tilemap that draws those in the correct color, for the section where the camera is. (this also explains the 'wrapping, with wrong colors' if viewing the BG layer 3.)
Adds a define macro for addressing with the 'board wrapped' memory content, so that the tile reads as its board relative position, rather than its vram memory position.
Applies macro in place of memory address, when working with the VRAM data.

Resolves #224
2026-09-17 00:21:56 -05:00
2026-02-08 08:54:04 -06:00
2026-07-18 01:12:29 -05:00
2026-01-31 16:05:32 -06:00

Pokémon Pinball: Ruby & Sapphire

This is a disassembly of Pokémon Pinball: Ruby & Sapphire.

It builds the following rom:

  • pokepinballrs.gba sha1: 9fec81ce2c5df589e0371a0bf2f92a5fe8db730b

To set up the repository, see INSTALL.md.

For contacts and other pret projects, see pret.github.io.

Description
Decompilation of Pokémon Pinball: Ruby & Sapphire
Readme 41 MiB
Languages
C 51.6%
Assembly 43.4%
C++ 2.8%
HTML 1.3%
Python 0.6%
Other 0.3%