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Romhacking => ROM Hacking Discussion => Topic started by: Lugia2009 on December 09, 2012, 09:00:08 pm

Title: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 09, 2012, 09:00:08 pm
(http://i753.photobucket.com/albums/xx179/JCC2000/Pokemon%20Yellow%20Before%20and%20After%20Screens_1.png~original)
Here's some comparison screens between the current and original versions of the game.


This project's goal is to translate Shenzhen Nanjing's Pokemon Yellow for the Famicom into English.


Right now, all 159 Pokemon names are completely translated.

Most of the battle dialogue is done.

The opening dialogue is finished.

All items and their descriptions are done.

All menus have been translated.

All attack names have received a partial translation.

And the PPU for the battle and menu has been reorganized to prevent any glitched graphics from the longer Pokemon names.

As of now the game is 100% translated for the main story.

Here's the latest patch: https://dl.dropboxusercontent.com/u/23698591/Pokemon%20Yellow%20English%20Translated%20(08-19-2015).rar

This is a patch over the original Chinese version. The game is titled: "Lei Dian Huang Bi Ka Qiu Chuan Shuo (NJ046) (Ch) [!]"

This patch also includes the music hack.



Let me know if any bugs are found.
Title: Re: Pokemon Yellow NES Translation Project
Post by: betakiller on December 10, 2012, 05:40:03 am

Right now, all 159 Pokemon names are completely translated.


159? Which Pokemon are in this game, and are they all catchable?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 10, 2012, 07:03:53 am
All 151 of the original Pokemon are in the game along with the legendary Pokemon from Gold/Silver/Crystal (Except Celebi), and Ruby/Sapphire/Emerald.

From what I see, the legendary Pokemon are all catchable but you have to encounter them in random fights in certain areas. And they're at level 50 when you do encounter them.

I think Entei was in Indigo Plateau. And Suicune was right past Cinnibar island.

But I don't know where the rest are.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 10, 2012, 10:04:42 am
Cool that there's a new Pokemon game to play. This hack is exciting. I wonder how true it is to the original pokemon yellow. It looks pretty close to me.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 10, 2012, 10:55:23 am
It's pretty much a perfect remake and better than the original in some ways. Especially the graphics.

Pokemon stats, evolutions, moves, and Type match-ups are all accurate. The graphics are much better than the original. And the story in this version follows the story of the original very well.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 10, 2012, 08:54:01 pm
From what I have played so far of this translation, it shows a good amount of promise.

Decided to this a whirl, and I came across a few things which might be worth your attention.

While I was browsing the Pokédex, some letters would end up sticking, and would change whenever you continued browsing up or down.

(http://i.imgur.com/HU9pQ.png) (http://i.imgur.com/Fihp7.png)

Whenever a Pokémon is about to learn a new move but cannot without deleting an older move, the top left of the screen where the opposing Pokémon's name is, ends up copying a part of the move message, as displayed here.

(http://i.imgur.com/bQVpm.png) (http://i.imgur.com/11M6v.png)

Some trainer battles will also show a bit of a glitch with the displays of levels, HP and moves, which is fixed just by going into the Pokémon screen or the item screen. Said trainers I have battled so far causing this would be the bug catchers in Viridian Forest and a couple of bug catchers and a female trainer with a Jigglypuff on the way to Mt. Moon. Team Rocket's Jessie and James battle also shows this.

(http://i.imgur.com/Sltrr.png) (http://i.imgur.com/mb8C2.png)

One oddity with depositing Pokémon would be the word "Send", but has "ch" at the end of it. Regardless, Pokémon can still be sent to the PC without issue.

(http://i.imgur.com/bjR7Z.png)

Oh yes, encountered this when facing an Onix while at Mt. Moon. The animation here is borked as it shows a big block with the opening wild Pokémon squence showing in grey letters.

(http://i.imgur.com/eHzY7.png)

There's a chance of getting a random item or TM after a battle, be it against a wild Pokémon or Trainer. A " sticks out when an item is obtained after trainer battles.

(http://i.imgur.com/k8p8U.png?1)

Whenever a Pokémon gets confused, this message shows up a bit broken as it also adds "is frozen" as well. Also shows some Chinese text here, as well.

(http://i.imgur.com/McH49.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Garoth Moulinoski on December 10, 2012, 09:20:47 pm
Oh yes, encountered this when facing an Onix while at Mt. Moon. The animation here is borked as it shows a big block with the opening wild Pokémon squence showing in grey letters.

(http://i.imgur.com/eHzY7.png)

That's not Onix! That's MissingNo.!!! RUN FOR YOUR LIFE!!! AAAAAAAAHHHHHH!!!

It'd be pretty awesome if you could actually encounter MissingNo.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 10, 2012, 09:29:27 pm
Why is the text so wavy? You should fix that if you can. Also, adding missingnow as a hidden pokemon would be epic. You should consider adding him if possible even if it ain't true to the chinese original.
Title: Re: Pokemon Yellow NES Translation Project
Post by: InfamousKnight on December 11, 2012, 03:44:34 pm
The pokemon pirated games are pretty decent. Except for those hacks of games that have nothing to do with pokemon except for the art.

For example:
Pokemon red: https://www.youtube.com/watch?v=Vq_rElqTcis

Seems like a game that resembles somewhat well, right?

Then you look at this one: https://www.youtube.com/watch?v=2cSsWy5Kj0Q

Nothing to do with pokemon at all except for the art. And I guess killing enemies too..
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 11, 2012, 11:12:22 pm
 
Quote
From what I have played so far of this translation, it shows a good amount of promise.

Decided to this a whirl, and I came across a few things which might be worth your attention.

While I was browsing the Pokédex, some letters would end up sticking, and would change whenever you continued browsing up or down.



Whenever a Pokémon is about to learn a new move but cannot without deleting an older move, the top left of the screen where the opposing Pokémon's name is, ends up copying a part of the move message, as displayed here.



Some trainer battles will also show a bit of a glitch with the displays of levels, HP and moves, which is fixed just by going into the Pokémon screen or the item screen. Said trainers I have battled so far causing this would be the bug catchers in Viridian Forest and a couple of bug catchers and a female trainer with a Jigglypuff on the way to Mt. Moon. Team Rocket's Jessie and James battle also shows this.



One oddity with depositing Pokémon would be the word "Send", but has "ch" at the end of it. Regardless, Pokémon can still be sent to the PC without issue.



Oh yes, encountered this when facing an Onix while at Mt. Moon. The animation here is borked as it shows a big block with the opening wild Pokémon squence showing in grey letters.



There's a chance of getting a random item or TM after a battle, be it against a wild Pokémon or Trainer. A " sticks out when an item is obtained after trainer battles.



Whenever a Pokémon gets confused, this message shows up a bit broken as it also adds "is frozen" as well. Also shows some Chinese text here, as well.


I fixed some of the problems, but not all just yet. Here's what I got so far:



(Done)1. Enemy pokemon name is glitched when your pokemon wants to learn a new move but cannot without deleting an older move.


Solution: moved enemy pokemon name down in the PPU.




(Done)2. When browsing the Poke'dex, some letters remain on the screen and would change when you browse up or down.


Solution: Made the black box that coverrs pokemon names larger.





(Done) 3. Trainer battles show glitched numbers.

Solution: Moved the "(Trainer Name) Sent out (Pokemon Name)" text up and foward in the PPU.




(Done)4. The letters ch appear on the screen to send a pokemon into the box on the PC.

Solution: Added 2 spaces at the end of the word "Send" to cover the ch.




5. When encountering Onix at Mt. Moon, the animation shows blocks of text over Onix's sprite.

Solution: ???

Possible cause: Sprite for onix may be larger than other Pokemon sprites causing the glitch.




6. When recieving an item or TM after battle, a (") sticks on the right side of the dialogue box.

Solution: ???




7. When a pokemon gets confused, a message box shows up a bit broken as it also adds "is frozen" as well. Also shows some Chinese text as well.


Solution: forgot to put "0D" at the end of "Is Confused".


The Chinese text may be text informing the player that his/her pokemon recieved damaged due to that affliction.

That's another part that I need to translate when I have some time.




And I posted a new patch on the front page fixing some of the problems. When I have some more time, I'll fix the other glitches and post a patch that fixes the rest.




Quote
Why is the text so wavy? You should fix that if you can.

No problem, I'm going to change the text to Pokemon Yellow's original font when I'm done.



Quote
Also, adding missingnow as a hidden pokemon would be epic. You should consider adding him if possible even if it ain't true to the chinese original.

That can be done, but I would have to get rid of a Pokemon to add MissingNo.

Would anyone miss Rayquaza?
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 12, 2012, 12:03:50 am
I don't even know who Raquaza is so I wont miss him. Maybe you can make two patches, one with Rayquaza and one with Missingno so people can have a choice.

Edit: You might already know about this but here is missingnos info anyway. http://bulbapedia.bulbagarden.net/wiki/Missing_no

Hopefully you can make missing no true to his normal form on the US blue/red.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Miksy91 on December 12, 2012, 03:30:44 am
10-year-olds would probably miss Rayquaza but as this is a yellow "remake" type of a project, Rayquaza shouldn't even be there in the first place. If it's no way clear Rayquaza was originally part of the game, just take it out without commenting about changing it to Missing No.

Also I'd favour myself using the R/B one instead of the one in Yellow. That is better known and wouldn't be criticized so much.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Zoinkity on December 12, 2012, 08:53:37 am
You know, there were actually a number of pokémon designed for the first gen games that didn't make the cut due to space.  All of them wound up in the second generation games. 
Ones that come to mind are:
Girafarig
Marill / Azumarill
Togepi / Togetic
Snubbull
Donphan

Originally 190 pokémon were drawn up for gen 1, but only 150 of these were used and the remaining 40 found their way into gen 2.  Mew was added last minute when the in-game debugger was removed.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Garoth Moulinoski on December 12, 2012, 10:13:08 am
10-year-olds would probably miss Rayquaza but as this is a yellow "remake" type of a project, Rayquaza shouldn't even be there in the first place.

Well, the Red and Green remakes had data for all the (then) new Ruby & Sapphire Pokemon. And, well, Gold & Silver Pokemon by extension.

Girafarig
Marill / Azumarill
Togepi / Togetic
Snubbull
Donphan

Notice how all of these appeared early in the cartoon? I'm not sure if Donphan appeared early too, but I want to say it did too. I remember Kids WB making a big deal about the Pokemon Egg (a concept that was also new to Pokemon) hatching into an unknown Pokemon, and the Pokemon movie promoting not just Mew and Mewtwo, but also the first appearances of Marill, Snubbull, and Elekid. And I think, what? Bellossom?

Would anyone miss Rayquaza?

I like him, but I wouldn't miss him. Specially if I can keep my Pikachu and Charmander lines. And Squirtle. With Kamina glasses. :D Darn, now I feel like revisiting the cartoon. Haven't watched that in like 10 years... except for some movies here and there (where I'm all confused- "Where's Misty?" "Where's Brock?" "Who're these new jerks?")
Title: Re: Pokemon Yellow NES Translation Project
Post by: ChronoMoogle on December 12, 2012, 02:03:09 pm
In my opinion you should delete the newer legendary Pokemon.
Make sure to put Mew into the game and use Missigno as a easter egg if you want but those other extra Pokemon just make the port kinda awkward...
Please avoid letting them stay inside the game at any costs.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 12, 2012, 02:44:58 pm
Mew isn't in this game? That's lame. And yeah, Mew would be better than including pokemon from other games.

I think Missingno should be encountered in the same place he usually is in, I think its in the wate right on the coast. Just don't require the glitch access method to make him appear.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 12, 2012, 07:09:15 pm
Quote
In my opinion you should delete the newer legendary Pokemon.
Make sure to put Mew into the game and use Missigno as a easter egg if you want but those other extra Pokemon just make the port kinda awkward...
Please avoid letting them stay inside the game at any costs.

Mew's in this game, haven't found out where exactly though.
But I can't get rid of the gen 2 and 3 legendary Pokemon (especially since Lugia's my favorite Pokemon), I think it's pretty cool how they added them in.

But I like the idea of adding MissingNo.


Quote
Haven't watched that in like 10 years... except for some movies here and there (where I'm all confused- "Where's Misty?" "Where's Brock?" "Who're these new jerks?")

Same here...

My little nephew watches the new version of the show. The show's not as good as it used to be, but then again, I guess after so many years, they start to run out of ideas for story lines.

I actually told him about how I used to watch Pokemon when I was younger and showed him episodes from the first season.
He agrees, the older episodes were much better...


Quote
Notice how all of these appeared early in the cartoon?

Plus, Ho-Oh made an appearance during the very first episode.
Title: Re: Pokemon Yellow NES Translation Project
Post by: IIMarckus on December 12, 2012, 07:18:43 pm
Well, the Red and Green remakes had data for all the (then) new Ruby & Sapphire Pokemon. And, well, Gold & Silver Pokemon by extension.

Notice how all of these appeared early in the cartoon? I'm not sure if Donphan appeared early too, but I want to say it did too. I remember Kids WB making a big deal about the Pokemon Egg (a concept that was also new to Pokemon) hatching into an unknown Pokemon, and the Pokemon movie promoting not just Mew and Mewtwo, but also the first appearances of Marill, Snubbull, and Elekid. And I think, what? Bellossom?

Donphan showed up near the beginning of the first movie. Snubbull and Marill showed up in the first movie’s Pikachu short. Elekid and Bellossom didn’t show up until the second Pokémon movie’s Pikachu short (which was still before G/S came out).

I remember hanging on every word of that news nearly 13 years ago…
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 12, 2012, 11:57:48 pm
Played a bit more using the latest patch and have come across some more things to bring to your attention.

Firstly, came across a few more mons in the wild that have blocks of text in their animation, with Venonat showing just one block.

(http://i.imgur.com/LOjKJ.png) (http://i.imgur.com/95k2e.png) (http://i.imgur.com/Zmu4n.png)

Now, some rather strange things going on with some trainers. Some text would get garbled when they send out their first Pokémon. For some, it would be the text that has yet to be translated, that text being the Trainer's class, but for the others I have encountered, the text is completely garbled with graphics, even covering "sent out" and then even a majority the name of the sent out.

(http://i.imgur.com/scuoG.png) (http://i.imgur.com/s3UwX.png) (http://i.imgur.com/IITt6.png) (http://i.imgur.com/Tdxdg.png)

One more thing worth pointing out, as I was battling Lt. Surge, he used a Max potion, after the name of the item. Hyphen lines stuck out and even went beyond the text border, even sticking after the previous message.

(http://i.imgur.com/HhipU.png) (http://i.imgur.com/MYvT6.png)

Title: Re: Pokemon Yellow NES Translation Project
Post by: justin3009 on December 13, 2012, 10:48:01 am
I have no clue how the NES works but it seems like all the text is being overwritten by the Pokemon's graphics which would mean that something may have to be shuffled in VRAM?  That, or there's something wrong with the routine and it's just loading bad data in general.

As for the 'Max Potion' issue, it's because the text length is too long.  Notice how it blanks out near the border?  It's because the text is actually being overwritten by blank tiles, but it doesn't reach out far enough to clear the rest, though that could result in it just having those tiles be purely text box colored as well.  You'd have to shrink down those ---- counts or just remove that in general if possible.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 13, 2012, 12:02:53 pm
I looked at the Max Potion!--------- problem and it's because I forgot to put a "0D" at the end of Max Potion!. The 0D in the text system tells the game that that piece of text is finished.

And I looked at the problem for the Pokemon graphics, and it's because the sprites are going into the text part of the PPU. So I just need to do a little more reorganizing with that.

And for the graphics appearing in the dialogue box, I still need to do some looking to fix that.

December 13, 2012, 11:18:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
Now, some rather strange things going on with some trainers. Some text would get garbled when they send out their first Pokémon. For some, it would be the text that has yet to be translated, that text being the Trainer's class, but for the others I have encountered, the text is completely garbled with graphics, even covering "sent out" and then even a majority the name of the sent out.

That, I'm really not sure what is causing it. It may be because of the size of the pokemon sprites.
Which trainers did you fight when this happened?


I did some reorganizing of the battle PPU and fixed the problem with the Pokemon sprites, and with some of the text.
Here's a new patch:
https://dl.dropbox.com/u/23698591/NJ046%20-%20Pokemon%20Yellow%2012-13-12.rar (https://dl.dropbox.com/u/23698591/NJ046%20-%20Pokemon%20Yellow%2012-13-12.rar)
Title: .
Post by: Chpexo on December 15, 2012, 03:08:13 am
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Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 15, 2012, 06:58:49 am
I made a title screen hack for you:

(http://img443.imageshack.us/img443/8798/titlep.png)

Here's the patch. (http://www.mediafire.com/?a3e1wp7g1rdk87l) Patch it to a translated ROM.

Wow, nice.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 15, 2012, 08:03:07 am
Quote
Now, some rather strange things going on with some trainers. Some text would get garbled when they send out their first Pokémon. For some, it would be the text that has yet to be translated, that text being the Trainer's class, but for the others I have encountered, the text is completely garbled with graphics, even covering "sent out" and then even a majority the name of the sent out.
Which trainers did you fight when this happened?

A Swimmer, right before Misty in Cerulean Gym.

A hiker on Route 25.

Two trainers, a Junior Trainer ♂, and a Bug Catcher on Route 6.

Two trainers on the St. Anne, one of those being a firebreather.

Save for the Junior Trainer, I have screens of the trainers in question.

(http://i.imgur.com/jYw3G.png) (http://i.imgur.com/8Ep1U.png) (http://i.imgur.com/TR7mA.png)(http://i.imgur.com/YFJyl.png) (http://i.imgur.com/gba6K.png)

If needed, I'll start over and hunt down that junior trainer and screen the offender. Hopefully these should be of assistance.

Update : Played a bit more up to the Rock Tunnel, clearing trainers in Route 11 to check for more graphic glitches, there were none. However, on Route 9, I did manage to find a trainer with a name that gets garbled when he sends out a Beedrill.

(http://i.imgur.com/Nzaaw.png) (http://i.imgur.com/RsscS.png)

Also while playing, I have come across some unusual bugs, relating to two certain moves. A move which I believe is Bite, due to its typing and Power would sometimes give the message where a Pokémon is hurt due to poisoning, but no animation shows, nor any damage occurs. Repeatedly using the move for a chance for it to happen again gives a message where it is already hurt, and which would also be worth pointing out for later, that it would write over the first two letters of the player's Pokémon's name. I have encountered this while a Machop was using a move which also caused this oddity.

Take note I was using the move "Bite" on a different opposing Pokémon at the time to show the oddity.

(http://i.imgur.com/Bzz03.png) (http://i.imgur.com/HheIz.png) (http://i.imgur.com/k9Cu4.png)

And here's the other move which also does this bug.

(http://i.imgur.com/yazle.png) (http://i.imgur.com/Okuwt.png)
Title: .
Post by: Chpexo on December 15, 2012, 01:43:42 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Zoinkity on December 15, 2012, 01:55:25 pm
Don't they use widechars though?  It's really worth it moving to 1-byte ASCII.
Title: .
Post by: Chpexo on December 15, 2012, 03:05:45 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 15, 2012, 04:54:49 pm
Quote
I made a title screen hack for you:

Good job! :thumbsup: I like it, thanks. :)



Quote
Can you change the text speed? It's awfully slow.

I think so too, I'll see if I can change it.


Quote
I also wonder why you created a new bank of English characters. Nanjing ROMs already have a English character set and sometimes even utilize it.

At first I didn't realize that the game's text system was already set up to accept English text. I was going to change it back, but decided not to since it's going to be translated anyway.

I have another idea for the Chinese text bank though. I'm going to use it to create the move names to save space and try to avoid risking any bugs appearing. Plus it'll save space having 4 English characters for every Chinese character.


Quote
Some of the graphics are messed up because the text takes up way more space than it should and overflows.

The text is stored as in the memmory:
Quote

    O h !  A  w i l d  R a t t a t a  a p p e a r e d.

Opposed to:
Quote

    Oh! A wild Rattata appeared.


In Chinese the extra space is essential for displaying the complex characters, however in English it is downright wasteful.

I agree, I'm trying to see if I can change it, no luck yet.


Quote
Also Poke'mon? Pokémon.

I can change one of the useless English characters to add the é.



Quote
A Swimmer, right before Misty in Cerulean Gym.

A hiker on Route 25.

Two trainers, a Junior Trainer ♂, and a Bug Catcher on Route 6.

Two trainers on the St. Anne, one of those being a firebreather.

Save for the Junior Trainer, I have screens of the trainers in question.

Alright, I'll look into it.


Quote
Also while playing, I have come across some unusual bugs, relating to two certain moves. A move which I believe is Bite, due to its typing and Power would sometimes give the message where a Pokémon is hurt due to poisoning, but no animation shows, nor any damage occurs. Repeatedly using the move for a chance for it to happen again gives a message where it is already hurt, and which would also be worth pointing out for later, that it would write over the first two letters of the player's Pokémon's name. I have encountered this while a Machop was using a move which also caused this oddity.

Take note I was using the move "Bite" on a different opposing Pokémon at the time to show the oddity.

Alright, I'll check this out.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Zoinkity on December 15, 2012, 07:22:47 pm
Quote
O h
That indicates it's using wide characters.  A wide char is 2bytes long vs the 1 byte used for ascii, and depending on the type of system they used the upper byte will either be 0x00 or an indicator like 0x81 etc.

How you'd fix this is highly dependant on how the chinese characters are stored; ie. what the high byte would be set to.  Typically if the chinese always has a high byte outside the printable range you can get away with testing if the char falls within the ASCII range (0x20 through 0x7E inclusive) and advance only a single byte at a time through your text.  Otherwise it gets more complicated and would be dependant on their system.

I'm guessing right now they're just reading chars in a short at a time, right?  You'd have to trace all the routines that will read text and either change them accordingly or link them to another routine that can do it for them.  It's usually not a huge ordeal, at least compared to things like VWF.
Title: .
Post by: Chpexo on December 15, 2012, 07:48:23 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 15, 2012, 07:59:35 pm
All the wonderful differences that set this apart from the gameboy game are dissapearing. Are you guys sure we want the gameboy game, only in color and a wider screen? I think you should of stuck with the original title screen myself.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on December 16, 2012, 07:09:42 am
I'm very fond of Lei Dian Huang Bi Ka Qiu Chuan Shuo. I listed it as a surprise among the top 100 NES/Famicom games editorial I spent far too long on last year. http://satoshimatrix.wordpress.com/2011/10/19/top-100-nesfamicom-games-list-39-30/

I'm been aiming on another project - to map every area and create a global world map as it appears in the game. I'll upload what I've started if that's okay with you guys.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 18, 2012, 02:30:28 am
Been playing a bit more in what time I have, clearing out the routes and other areas of trainers.

Found some more text garbling goodness as shown here.

(http://i.imgur.com/37be4.png) (http://i.imgur.com/7W197.png)
(http://i.imgur.com/bXsjH.png) (http://i.imgur.com/znuo9.png)

Also playing, I came across some very unusual oddities, although extremely minor. Some trainers when they approach you, animate rather strangely. Instances being floating backwards to the player character in several locations, one sprite wonking out in Rock Tunnel when he walks down to you, and even one sprite jiving up and down while walking left to approach you for a battle.

(http://i.imgur.com/bG7Qx.png) (http://i.imgur.com/Zce29.png)

(http://i.imgur.com/QOYQA.png) (http://i.imgur.com/zvAiy.png)
(http://i.imgur.com/SR09x.png) (http://i.imgur.com/Qshnv.png)
(http://i.imgur.com/HO2Vf.png)

Also, while hunting down some more trainers, managed to come across a move that causes a fake poisoned message, same as the previous two moves I have seen.

(http://i.imgur.com/Xc5gj.png)

Also, one last thing. Deciding to check the Pokémon Deposited and came across how Charmander's last two letters break out the message box. Would it be possible to move the Level numbers up one tile and the names  two tiles back?

(http://i.imgur.com/VyoFy.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on December 19, 2012, 05:32:14 pm
Maybe we could fix the text glitches by having an extended header and set the sub mapper to 5 (MMC5).
You can even use it to take advantage of additional sound channels.
For once the save wasn't loading. I was a dummy for disabling the PRG-NVRAM.
By default, the PRG-NVRAM for battery backed saves is 8 KB.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Dizzy9 on December 20, 2012, 05:30:54 am
(http://img23.otofotki.pl/obrazki/dg654_Pokemon-Yellow-NES-0.png)
Do this, I say.
I mean, resize white box by 2 and move by one pattern to the left. Then move all objects inside white box by 1 pattern to the left.
Resize green name boxes by 2. And, finally, move "L **number** " one pattern up and pokemon's name two pattern left.
This way you can gain 4 patterns for pokemon name. Should be enough.

Quote
Maybe we could fix the text glitches by having an extended header and set the sub mapper to 5 (MMC5).
How adding a sub mapper alone can fix text glitches?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 20, 2012, 08:10:52 am
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Do this, I say.
I mean, resize white box by 2 and move by one pattern to the left. Then move all objects inside white box by 1 pattern to the left.
Resize green name boxes by 2. And, finally, move "L **number** " one pattern up and pokemon's name two pattern left.
This way you can gain 4 patterns for pokemon name. Should be enough.

I could do that, it shouldn't be too hard.


Quote
Been playing a bit more in what time I have, clearing out the routes and other areas of trainers.

Thanks for posting up pics of which trainers have been causing the problems.
Sorry I haven't gotten to look into the problem yet. Hopefully today I'll have a chance to look into it.


Quote
I edited the titlescreen to be more like the original. However becuase of space, I can't include the pikachus around the border

That's okay, It looks awesome. Thanks for making it. :)


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I'm very fond of Lei Dian Huang Bi Ka Qiu Chuan Shuo. I listed it as a surprise among the top 100 NES/Famicom games editorial I spent far too long on last year. http://satoshimatrix.wordpress.com/2011/10/19/top-100-nesfamicom-games-list-39-30/

It's one of my favorite NES games too, I would probably like it even more than the original Pokemon Yellow once it's done being translated.



Quote
I'm been aiming on another project - to map every area and create a global world map as it appears in the game. I'll upload what I've started if that's okay with you guys.

That's okay with me, looking forward to it. :)
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 20, 2012, 08:21:02 am
So what's the point of this if you are making changes to make the game exactly like the gameboy version? Is color really that big a draw? With the border you aren't even getting a bigger playing field. The music won't exactly be the same but will that keep you playing? Does the emulator the gameboy game is playing on really make a difference?

Also remember to make missingno #0 and order him that way on the pokedex. Thanks.
Title: Re: Pokemon Yellow NES Translation Project
Post by: locolol on December 20, 2012, 08:29:01 am
You're doing a great job there Lugia2009, keep up the good work  :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Garoth Moulinoski on December 20, 2012, 08:31:16 am
So what's the point of this if you are making changes to make the game exactly like the gameboy version? Is color really that big a draw? With the border you aren't even getting a bigger playing field. The music won't exactly be the same but will that keep you playing? Does the emulator the gameboy game is playing on really make a difference?

I agree with this. It'd be nice to make it look similar to the originals, but not so much that it'd be the same as playing the game on a GBC emulator. I like how, in the screenshots I've seen, it uses the sprites from the GBA games. Also, I like seeing a giant Pikachu coming at me. <3

Also remember to make missingno #0 and order him that way on the pokedex. Thanks.

This too. XD
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 21, 2012, 06:06:23 am
Quote
It's one of my favorite NES games too, I would probably like it even more than the original Pokemon Yellow once it's done being translated.

This is the only Pokémon port I actually liked and found time to invest due to how well made it is compared to the other ports I have come across by other Chinese companies. It does become something of a challenging grindfest when Pokémon get much higher in levels though. This is really noticeable when Pokémon start reaching around the mid 30's, the required amount of experience increases significantly to the point it would take a good amount of time just to get an extra level, and even higher level opponents feel like they aren't even giving enough experience. My level 37 Slowbro needs 10,935 EXP just to hit the next level. Compared to one of the real main Pokémon games, where any monster at that same level needs only 4,219 EXP (or more or less, depending on the monster's growth rate) for that next level, that's over twice the needed amount for the next level. The experience growth is vastly different compared to the official games. You can imagine that raising mons in this port, will become even more of a project because of how much higher the requirements rise after each level. This is one of the gripes with this port that I have.

---

Finally managed to get a desired sixth Pokémon into my current party, but when one of them got a status condition, I decided to switch out with another, then I came across this bug, the levels displayed that would be showing a status, are messed up. This appears to happen when you have the player has a full party.

(http://i.imgur.com/ldhfT.png)

Also, came across another bunch of trainers that have Pokémon that make text garbles, both big and small when sent out, while I was out clearing trainers out in areas I haven't been to yet. It would appear these certain Pokémon are causing the garbles from what I can see, as shown with some screens here.

(http://i.imgur.com/4t0Mi.png) (http://i.imgur.com/9YLLI.png) (http://i.imgur.com/yrHO4.png)

(http://i.imgur.com/PaDGt.png) (http://i.imgur.com/Eyq64.png)

(http://i.imgur.com/5OKwu.png) (http://i.imgur.com/xnDL1.png)

(http://i.imgur.com/6zvkP.png) (http://i.imgur.com/fu7vG.png)

(http://i.imgur.com/RWgDV.png) (http://i.imgur.com/9qSwI.png)

(http://i.imgur.com/zpYlz.png) (http://i.imgur.com/ipSc4.png)

I came across this while battling a Rocket, and also thought this would be worth bringing to your attention in case of any possible relation. The move that was being used by the opponent that unveiled this oddity.

(http://i.imgur.com/lBORj.png) (http://i.imgur.com/Hu1VV.png)

Also worthy of note : As I was traversing the Pokémon Tower, the last two top floors of it had different music not fitting to it.
Title: .
Post by: Chpexo on December 21, 2012, 10:13:18 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 23, 2012, 12:40:13 am
Quote
You're doing a great job there Lugia2009, keep up the good work  :thumbsup:

Thanks :)


Quote
Do this, I say.
I mean, resize white box by 2 and move by one pattern to the left. Then move all objects inside white box by 1 pattern to the left.
Resize green name boxes by 2. And, finally, move "L **number** " one pattern up and pokemon's name two pattern left.
This way you can gain 4 patterns for pokemon name. Should be enough.

I tried that, and it did work. But then when I had more than 5 pokemon in the box, and scrolled to the next set of pokemon, for some reason all of the names and L**number**s moved back to their original position. And I couldn't figure out how to keep them to stay in the position I put them it.
So I had to come up with something else.


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For the overworld sprites, the sprites are shifted to the left by one pixel for the walking up animation.

I can fix that.


Quote
This is the only Pokémon port I actually liked and found time to invest due to how well made it is compared to the other ports I have come across by other Chinese companies. It does become something of a challenging grindfest when Pokémon get much higher in levels though. This is really noticeable when Pokémon start reaching around the mid 30's, the required amount of experience increases significantly to the point it would take a good amount of time just to get an extra level, and even higher level opponents feel like they aren't even giving enough experience. My level 37 Slowbro needs 10,935 EXP just to hit the next level. Compared to one of the real main Pokémon games, where any monster at that same level needs only 4,219 EXP (or more or less, depending on the monster's growth rate) for that next level, that's over twice the needed amount for the next level. The experience growth is vastly different compared to the official games. You can imagine that raising mons in this port, will become even more of a project because of how much high higher the requirements rise after each level. This is one of the gripes with this port that I have.

I noticed that to about this game, I looked and found what sets the amount of EXP needed per level. Once I have some time, I'll change it around to make leveling up easier.






I fixed the trainer name problem, the messed up Pokemon screen, the Pokemon box screen, I added the é in the game, and I fixed the false poison message. I also changed the location of the new and load game message on the title screen.

Here's the new patch, and I altered the patch on the first page.

https://dl.dropbox.com/u/23698591/Pokemon%20Yellow%20Translation%2012-22-2012.rar (https://dl.dropbox.com/u/23698591/Pokemon%20Yellow%20Translation%2012-22-2012.rar)

Here's a few pics:
(http://imageshack.us/a/img850/8416/nj046englishpokemonyell.png)(http://imageshack.us/a/img96/8416/nj046englishpokemonyell.png)


And I found a Missing No. Pokemon in the game (Although it isn't named Missing No.) But it does have it's own set of attacks.:

(http://imageshack.us/a/img547/8416/nj046englishpokemonyell.png)

Now I just need to figure out how to give it a new sprite graphic, stat growth curves, and move sets. Then I won't have to get rid of another pokemon to add Missing No.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 23, 2012, 01:56:54 am
The improvement to this patch looks quite good so far, but it turns out that, unless this affects only saved games, the false poison message is persistent as displayed when Wartortle was using its "bite" attack. Bear in mind I had installed the patch on a fresh ROM.

(http://i.imgur.com/Z9qFh.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Garoth Moulinoski on December 23, 2012, 08:14:42 am
Wartortle has a poisonous bite?

Was it a SRAM saved game or a savestate?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 23, 2012, 08:59:14 am
Wartortle has a poisonous bite?

Was it a SRAM saved game or a savestate?

Ideally, bite should cause an opponent to flinch if the move goes first, but regardless of if the move goes first or not, it leaves a false "poisoned" message. Same with a few other moves that I have caught also leaving this message, as seen earlier in this topic.

As for your second question : Saved through the SRAM, seeing as there is little to no need for savestates, since I am playing this on Nestopia.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 23, 2012, 11:52:39 pm
I fixed the poison message. And I added Pokemon type symbols in the game.

Here's the new patch: https://dl.dropbox.com/u/23698591/Pokemon%20Yellow%20Translation%2012-23-12.rar (https://dl.dropbox.com/u/23698591/Pokemon%20Yellow%20Translation%2012-23-12.rar)

And I changed the patch on the front page.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 24, 2012, 01:58:10 am
The type symbols are a nice touch. It's a good help for those who do not know what the elemental types are in Chinese.

Also came across what might be a remnant of the false poison message, using Wartortle's Bite repeatedly, as shown here.

(http://i.imgur.com/Znrlw.png) (http://i.imgur.com/Y52iX.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: bradzx on December 24, 2012, 11:48:19 am
It wont work.  It still hanging gray screen.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 24, 2012, 01:05:55 pm
How about giving us the full ROM name? I tried pokemon yellow and pokemon gold for NES. But both games are different than the ones pictured.
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on December 24, 2012, 02:57:30 pm
You could fix the text overlapping glitch by having each different character of text to one tile instead of two. But I won't guarantee that the glitch won't happen.
And please use the font from the official games, as the uppercase and lowercase letters are inconsistent.
Also use the accented é in Pokémon and not Poke'mon.

Oh, Here is an incomplete list of items with their RAM addresses:
60D0   Poké Ball
60D1   Great Ball
60D2   Ultra Ball
60D3   Master Ball
60D4   Potion
60D5   Super Potion
60D6   Hyper Potion
60D7   Max Potion
60D8   Antidote
60D9   Parlyz Heal
60DA   Awakening
60DB   Ice Heal
60DC   Burn Heal
60DD   Full Heal
60DE   Revive
60DF   Ether
60E0   Max Ether
60E1   Rare Candy
60E2   Fire Stone
60E3   Water Stone
60E4   ThunderStone
60E5   Leaf Stone
60E6   Moon Stone
60E7   Oak's Parcel
60E8   Pokedex
60E9   Map
60EA   Helix Fossil
60EB   Dome Fossil
60EC   SS Ticket
60ED   Hot Tea?
60EE   Silph Scope
60EF   Poke Flute
60F0   Gold Teeth
60F1   Secret Key
60F2   HM01 Cut
60F3   HM02 Fly
60F4   HM03 Surf
60F5   HM04 Strength
60F6   HM05 Flash
60F7   TM01 Focus Punch
60F8   TM02 Dragon Claw
60F9   TM03 Water Pulse
60FA   TM04 Calm Mind
60FB   TM05 Roar
60FC   TM06 Toxic
60FD   TM07 Hidden Power
60FE   TM08 Bulk Up
60FF   TM09 Rest
6100   TM10
6101   TM11 BubbleBeam
6102   TM12 Steel Wing
6103   TM13 Ice Beam
6104   TM14 Blizzard
6105   TM15 Hyper Beam
6106   TM16 Sleep Talk?
6107   TM17
6108   TM18 AncientPower
6109   TM19
610A   TM20
610B   TM21
610C   TM22 SolarBeam
610D   TM23 Iron Tail
610E   TM24 Thunderbolt
610F   TM25 Thunder
6110   TM26 Earthquake
6111   TM27 Fissure
6112   TM28 Dig
6113   TM29 Psychic
6114   TM30 Shadow Ball
6115   TM31
6116   TM32
6117   TM33
6118   TM34 Shock Wave
6119   TM35
611A   TM36 Sludge Bomb
611B   TM37 Aerial Ace
611C   TM38 Fire Blast
611D   TM39 Rock Tomb
611E   TM40 Psywave
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 24, 2012, 06:06:13 pm
How about giving us the full ROM name? I tried pokemon yellow and pokemon gold for NES. But both games are different than the ones pictured.

The official Chinese name for this game is called Lei Dian Huang Bi Ka Qiu Chuan Shuo.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on December 24, 2012, 07:39:47 pm
I don't think I would of ever figured that out. How about noting that in the first post since there are NES ROMs out there called Pokemon Yellow that are totally different games.

Played the game a bit, it isn't a straight Pokemon Yellow port after all. It should be fun to play through.
Title: Re: Pokemon Yellow NES Translation Project
Post by: bradzx on December 24, 2012, 09:57:55 pm
The official Chinese name for this game is called Lei Dian Huang Bi Ka Qiu Chuan Shuo.
Thank and please, put that name in your first post edit.  Thank.   This game is not bad at all but I will wait until full complete English patch release.   
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on December 25, 2012, 12:52:52 pm
I think the intro text would need to be sped up a bit.
The menus need the text displayed instantly (items, moves, commands, shop).
The message text speed (outside battle, in battle, evolution, pause screen, HMs) is fine otherwise.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 27, 2012, 03:07:41 pm
Quote
Also came across what might be a remnant of the false poison message, using Wartortle's Bite repeatedly, as shown here.

Oops :-[, I forgot to change the pointer to point to the word "Flinched".


Quote
You could fix the text overlapping glitch by having each different character of text to one tile instead of two. But I won't guarantee that the glitch won't happen.

I have tried to fix that, but I can't seem to figure out how to fix it.


Quote
And please use the font from the official games, as the uppercase and lowercase letters are inconsistent.
Also use the accented é in Pokémon and not Poke'mon.

Don't worry, I'm going to change the font. And I already added the é into the game.


Quote
I think the intro text would need to be sped up a bit.
The menus need the text displayed instantly (items, moves, commands, shop).

I'm trying to fix this, but no luck so far...


Quote
Thank and please, put that name in your first post edit.

All right, I added it to the first post.


Quote
Played the game a bit, it isn't a straight Pokemon Yellow port after all.

Yeah, it's not exactly like the original. There's some things changed. Some for the best, like the graphics, and some for the worse, like the lack of a bicycle. But it is a fun game to play.


Quote
Oh, Here is an incomplete list of items with their RAM addresses:

All right, thanks.




Sorry for the late post, Christmas has been keeping me pretty busy.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on December 28, 2012, 09:04:29 pm
Oops :-[, I forgot to change the pointer to point to the word "Flinched".

Also, worth pointing out but I decided to try Bite on slower mons, and it turns out even if they are flinched, they can still attack. Just throwing that out there.
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on December 29, 2012, 09:52:29 pm
And it's also strange that a frozen Pokemon can still attack.
Title: Re: Pokemon Yellow NES Translation Project
Post by: InfamousKnight on December 31, 2012, 08:51:27 am
If anyone is having trouble with finding chinese rom names: go here: http://bootleggames.wikia.com/wiki/BootlegGames_Wiki

You can find a lot of unlicensed/pirated games on there. Not sure about all of them.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 01, 2013, 06:14:01 am
Quote
Also, worth pointing out but I decided to try Bite on slower mons, and it turns out even if they are flinched, they can still attack. Just throwing that out there.

I'll see if I can fix it.

Quote
And it's also strange that a frozen Pokemon can still attack.

I'll see if I can fix it.




All item names and descriptions are finished, and all attack names have been translated. They are abbreviated right now, but that's just temporary until I add them into the the Chinese character bank where they can have a proper translation.
And I changed the font to Pokemon Yellow's font style.

Here's the new patch, and I'm going to update the one on the front page.

https://dl.dropbox.com/u/23698591/NJ046%20-%20English%21%20Pokemon%20-%20Yellow%2001-01-2013.rar (https://dl.dropbox.com/u/23698591/NJ046%20-%20English%21%20Pokemon%20-%20Yellow%2001-01-2013.rar)

January 01, 2013, 08:08:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I forgot to mention, that there are 3 moves that I really wasn't sure what they are and I couldn't even make a guess. And I tried using them during battle and they don't seem to do anything, so I just put them as ??? until I can figure out what they are.
Title: .
Post by: Chpexo on January 01, 2013, 03:41:32 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on January 03, 2013, 05:40:57 pm
Good to see the font being changed but the the capital letters are one pixel higher than the lowercase letters making them "wavy" so to speak. Shouldn't be hard to fix.
The uppercase letters are where they should be, and the lowercase letters need to be moved up by one pixel to make it consistent.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on January 04, 2013, 02:01:10 am
Lugia, as a big fan of the Chinese version, I'm very excited about your progress to translate and improve this game further. Any chance you could do some map editing as well? I've mapped out many areas of the game attempting to reconstruct Kanto as it appears in this Famicom release, and some areas do not match their original GameBoy versions very well at all. One such area is Lavender Town.

Here's the map I've made of the area from Lei Dian Huang Bi Ka Qiu Chuan Shuo (right click view image to see it at full size)

(http://25.media.tumblr.com/f1e390b647ee22af86f4dcc21943a9d4/tumblr_mg3a0dy9151rc7qlzo1_1280.png)

and here's the FireRed/LeafGreen map where the Famicom borrows the tiles from.

(http://cdn.wikimg.net/strategywiki/images/3/38/Pokemon_FR%26LG_Lavender_Town.png)

Think you could edit the map to make Lavender Town match up to its original appearance?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Garoth Moulinoski on January 04, 2013, 09:41:24 am
Wait... Wouldn't keeping that map as it is be good for getting people to play this? If you make it too much like the Gameboy games, then this starts to lose its appeal. It isn't the same as FFVII NES where no matter what, it wouldn't be able to look like the PSX version. In this case, there's very little that the NES can do that the Gameboy couldn't do, aside from color and resolution.

Really, the maps' layouts shouldn't be changed except when the layout prevents the player from continuing.

But that's Lugia's decision in the end, so it's up to him.
Title: .
Post by: Chpexo on January 04, 2013, 07:38:25 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on January 05, 2013, 12:04:27 pm
I completely disagree. Some of the maps should be edited because they don't match up, and the goal here is to make the game as close to the original as possible so why NOT fix what's broken? Granted, I understand that level hacking takes a back seat to the actual translation, but if we're looking to make this good but flawed pirate into something truly special, why not fix the obvious things?

Take for example, Saffron and the route to it's right.

(http://25.media.tumblr.com/44c402c5749c3c1f35620ef1f1ac640e/tumblr_mg5woamG7b1rc7qlzo1_1280.png)

Another thing is the drab pallets int he towns themselves. Since this is Pokemon, city and town buildings should be color themed, which should require only minor changes to pallets unless that's going to interfere with the ground pallets.

Title: Re: Pokemon Yellow NES Translation Project
Post by: MathUser2929 on January 05, 2013, 02:17:37 pm
Why must this game be exactly the same as yellow but in color? Would a colorization of yellow really be that interesting or would you rather play a new game that you haven't before which has references to the old game? Besides, the game isn't even officially yellow anyway. I heard the Japanese name of the ROM and it ain['t pokemon yellow so why does this hack have to be yellow?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Reiska on January 05, 2013, 02:37:47 pm
Wait... Wouldn't keeping that map as it is be good for getting people to play this? If you make it too much like the Gameboy games, then this starts to lose its appeal. It isn't the same as FFVII NES where no matter what, it wouldn't be able to look like the PSX version. In this case, there's very little that the NES can do that the Gameboy couldn't do, aside from color and resolution.

Really, the maps' layouts shouldn't be changed except when the layout prevents the player from continuing.

But that's Lugia's decision in the end, so it's up to him.

I've got to agree with this sentiment; if you want to play the original Game Freak-created maps, there's a game on the Game Boy you can play that has them.  Best to let the unique elements and inaccuracies of this pirate shine for what they are, IMO.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 05, 2013, 05:11:55 pm
I would have to agree, I think the only thing that really should be done to the maps is to maybe clean up the palettes in some areas. Like the green and tan computers in the Pokemon center for instance. And the buildings that are entirely green.




I started working on translating the actual script. Right now the game from the beginning up until Viridian forest is finished. Including the townspeople dialogue.

It's not word for word like the original game's script because I don't want to run out of space. So some sentences have been shortened, and words were changed so I could have as much space as possible for working on the dialogue.
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on January 05, 2013, 07:23:35 pm
Maybe you can expand the ROM up to 4080kb (31 7/8 Megabits/32640 Kilobits) of PRG-ROM, of course you may also have to modify the header for consistency.
Be sure you back up the ROM before doing so.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on January 05, 2013, 10:38:55 pm
Well, at the very least sections where the map is broken/doesn't make sense really ought to be fixed.

(http://24.media.tumblr.com/61686fd05f60b745b5ff6613e6133c9e/tumblr_mg6pur63j71rc7qlzo1_400.png)

Such as the exit from east side of Saffron to route 8. The city's exit guard house is in the top right corner, whereas the route's guard house is in the bottom left. This does not make sense. One of the two exits should be changed to match up with the other.
Title: .
Post by: Chpexo on January 06, 2013, 12:35:43 am
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 06, 2013, 09:30:56 am
Quote
Maybe you can expand the ROM up to 4080kb (31 7/8 Megabits/32640 Kilobits) of PRG-ROM, of course you may also have to modify the header for consistency.
Be sure you back up the ROM before doing so.

I'm don't really have much programming knowledge. I'm sure I could expand the rom, but I worry about emulators being compatible with it. And I wouldn't know how to make the extra space into dialogue banks.


Quote
Well, at the very least sections where the map is broken/doesn't make sense really ought to be fixed.

That shouldn't be much of a problem, but it'll have to wait until I finish the translation work, which will probably be a while.
But, if you want, I can show you how to edit maps. From what I see, the maps are put together the exact same way Final Fantasy VII's maps are put together.





I fixed the level grinding problem. To reach level 100, originally, you needed around 3.3 million EXP. Now you need only 1.25 million EXP to reach level 100.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Aerezoloh on January 06, 2013, 10:07:11 am
I fixed the level grinding problem. To reach level 100, originally, you needed around 3.3 million EXP. Now you need only 1.25 million EXP to reach level 100.

That sounds mighty good. Training the mons won't be such a pain to train, and fast-fowarding won't be needed nearly as much. Glad to see that this translation patch is going quite well since it started.

Also, it's interesting to find that Pokémon learn entirely different moves from the official Pokémon Yellow game, or any other game for that matter. It was surprising to find out that Wartortle was actually using Faint Attack the whole time, Slowbro knowing Poison Tail and Snorlax somehow knowing the ability to put enemies to sleep without Yawn in the form of Hypnosis.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 06, 2013, 02:21:15 pm
Quote
Also, it's interesting to find that Pokémon learn entirely different moves from the official Pokémon Yellow game, or any other game for that matter. It was surprising to I find out that Wartortle was actually using Faint Attack the whole time, Slowbro knowing Poison Tail and Snorlax somehow knowing the ability to put enemies to sleep without Yawn in the form of Hypnosis.

Sorry about that, there was a few moves that I needed to guess a little on what they could be. Some moves were not apparent at all. But I can fix them.
Title: Re: Pokémon Yellow NES Translation Project
Post by: Aerezoloh on January 06, 2013, 09:22:27 pm
Quote
Sorry about that, there was a few moves that I needed to guess a little on what they could be. Some moves were not apparent at all. But I can fix them.

Hypnosis works as it should, and Poison Tail works as it does as well, even poisoning the opponent, so those moves I used work as they should.

Also worth mentioning, in the HM menu, Surf and Fly are in the incorrect name slots, as shown here.

(http://i.imgur.com/536Uu.png)

Cntr (Counter) turns out to be Curse, since it reduces half of Haunter's (not to mention the Gastly line) health and does damage to the opponent after each turn.

(http://i.imgur.com/cL2hp.png) (http://i.imgur.com/e3WSg.png)

"Bulk Up" has a bit of chinese text in it when used, and as it turns out, this move doesn't appear to be Bulk Up at all, as instead of increasing Attack and Defense by one stage per use, it lowers the opponent's Attack by two stages.

(http://i.imgur.com/zdDUt.png) (http://i.imgur.com/aAAA0.png)

Refresh should be renamed Recover, as having taught the TM that contains it to Slowbro, it recovers HP.

Calm Mind in here doesn't increase Special Attack and Special Defense by one Stage, instead increasing Attack and Speed by one stage, much like Dragon Dance.
Title: Re: Pokemon Yellow NES Translation Project
Post by: InfamousKnight on January 08, 2013, 04:49:41 pm
Here's some footage on the translation: https://www.youtube.com/watch?v=NtUN5-T_crs

Yep, that guy just couldn't wait. I would really suggest waiting until this translation is complete. Unless you just wait until the battle msgs are complete and just not pay any attention to the story whatsoever. Not sure if that would be just as easy though. I never played pokemon.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 12, 2013, 06:33:07 pm
Quote
lso worth mentioning, in the HM menu, Surf and Fly are in the incorrect name slots, as shown here.

Ooops...I'll fix that.


Quote
Cntr (Counter) turns out to be Curse, since it reduces half of Haunter's (not to mention the Gastly line) health and does damage to the opponent after each turn.

I'll fix it.


Quote
"Bulk Up" has a bit of chinese text in it when used, and as it turns out, this move doesn't appear to be Bulk Up at all, as instead of increasing Attack and Defense by one stage per use, it lowers the opponent's Attack by two stages.

Okay, I'll see if I can find out what it is.


Quote
Calm Mind in here doesn't increase Special Attack and Special Defense by one Stage, instead increasing Attack and Speed by one stage, much like Dragon Dance.

Okay, I'll see if I can find out what it is.


Quote
Refresh should be renamed Recover, as having taught the TM that contains it to Slowbro, it recovers HP.

Okay, I can rename it.


I made a list of the moves in the game. I went through and compared the PP, Attack, and Accuracy stats to the list of moves in Pokemon Generation 1, 2, 3, and 4 to see what the attacks could be. Most all attacks are from Generations 1, 2, and 3. Only a few are from Gen 4.

These names are in order of appearance in rom:


Fire Type 00-07

Ember
Flame Wheel
Fire Punch
Flame Thrower
Sacred Fire
Fire Blast
Eruption
Will-O-Wisp



Water Type 08-12

Bubble
Water Gun
Water Pulse
Bubble Beam
Octazooka
Crab Hammer
Surf
Hydro Pump
Water Sprout
Clamp
Withdraw



Electric Type 13-1B

Thunder Shock
Shock Wave
Spark
Thunder Punch
Thunder Bolt
Zap Cannon
Volt Tackle
Thunder
Thunder Wave



Grass Type 1C-28

Absorb
Mega Drain
Magic Leaf
Vine Whip
Razor Leaf
Needle Arm
Seed Bomb
Solar Beam
Frenzy Plant
Grass Whistle
Sleep Powder
Spore
Stun Spore
(The PP amount for some of these needs to be fixed)


Ice Type 29-2F

Powder Snow
Icy Wind
Aurora Beam
Ice Punch
Ice Beam
Blizzard
Sheer Cold



Ground Type 30-37

Mud Slap
Mud Shot
Dig
Bone Club
Earth Quake
Bonemerang
Fissure
Sand Attack



Rock Type 38-3B

Rock Throw
Rock Tomb
Ancient Power
Rock Slide



Bug Type 3C-42

Leech Life
Twin Needle
Silver Wind
Signal Beam
Mega Horn
Tail Grow
String Shot



Poison Type 43-4C

Poison Sting
Smog 44
Acid
Poison Tail 46
Poison Fang 47
Sludge
Sludge Bomb
Poison Gas 4A
Poison Powder 4B
Toxic 4C



Fighting Type 4D-5A

Low Kick
Rock Smash
Karate Chop
Double Kick
Revenge
Rolling Kick
Vital Throw
Seismic Toss
Brick Break
Sky Uppercut
Cross Chop
Dynamic Punch
Super Power
Focus Punch



Flying Type 5B-64

Peck
Gust
Air Cutter
Wing Attack
Aerial Ace
Fly
Drill Peck
Bounce
Aero Blast
Sky Attack



Psychic Type 65-71

Confusion
Psy Beam
Mist Ball
Psyshock
Zen Headbutt
Psychic
Dream Eater
Psycho Boost
Hypnosis
Rest 6E
Teleport
Calm Mind
Agility



Ghost Type 72-77

Lick
Astonish
Shadow Punch
Shadow Ball
Shadow Claw
Confuse Ray



Dragon Type 78-7D

Twister
Dragon Rage
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Dance



Dark Type 7E-81

Knock Off
Faint Attack
Bite
Crunch



Steel Type 82-86

Metal Claw
Steel wing
Iron Tail
Meteor Mash
Iron Defense 86


Normal Type 87-AF

?????
Rapid Spin
Tackle
Scratch
Pound
Quick Attack
Pay Day
Fake out 8E
Cut
Swift
Stomp
Crush Claw
Hidden Power
Hyper Fang
Razor Wind
Double Edge
Hyper Beam
Self Destruct
Explosion
Guillotine
Horn Drill
Sing
Lovely Kiss
Supersonic
Sword Dance
Growl
Bulk UP
Defense Curl
Harden
Tail Whip
Charm
Smoke Screen
Flash
Double Team
Recover
?????
Roar
Whirlwind
?????
Curse
Strength
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 20, 2013, 09:46:11 pm
I fixed the surf and fly on the HM menu. And I fixed some of the move names. I also identified one of the ???? moves as "Splash".


And the game is translated up to Cerulean City. All of the city dialogue and gym dialogue is done. Now I'm working on the dialogue for the Nugget bridge area and Bill's house. Once I get done some more, I'll post a new update.
Title: Re: Pokemon Yellow NES Translation Project
Post by: InfamousKnight on February 13, 2013, 08:54:38 pm
Status?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on February 14, 2013, 07:35:47 pm
I haven't quit. Once I finish up a little more of Final Fantasy VII, I'll work on this some more.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Zoinkity on February 14, 2013, 07:56:15 pm
Wow, when was this game made?  That's crazy that they have generation 3 moves in a NES title!  It's cool it has all the type rollovers from metals, but wow, meteor punch!?
Title: Re: Pokemon Yellow NES Translation Project
Post by: pikahax on February 16, 2013, 06:01:00 pm
It could be as early as 2004 that this game was made.
Title: Re: Pokemon Yellow NES Translation Project
Post by: InfamousKnight on February 16, 2013, 07:41:19 pm
Its ironic how the NES version has better graphics then the original.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on February 16, 2013, 10:04:15 pm
I think it's sometime in 2005. Samurai Spirits Shodown 2 is dated 2005. That game is labeled NJ033 and Pokemon Yellow is labeled NJ046. But it probably was developed before 2006.
Considering how they added Pokemon from Gen II and III to this game, I would imagine if the Gen IV games were released, some of those Pokemon would've made it into this game too.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 06, 2013, 07:17:48 pm
Hated the battle palettes in this thing, very washed out - not even up to gold/silver standards. Magicarp isn't red, Nidoking looks like a dark purple turd - just barely any consideration to contrast and saturation at all.

Coulda been closer to the GBA colors, in many cases : /
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on June 08, 2013, 04:47:55 am
Its ironic how the NES version has better graphics then the original.

That's because the Famicom pirate version "borrow" its tilesets from the GBA's FireRed and LeafGreen, not the original GameBoy's Red and Green or even Gold and Silver.

Hated the battle palettes in this thing, very washed out - not even up to gold/silver standards. Magicarp isn't red, Nidoking looks like a dark purple turd - just barely any consideration to contrast and saturation at all.

Coulda been closer to the GBA colors, in many cases : /

I think that's harsh, considering the NES's limited pallet and how dang good this effort is compared to pretty much any other example. How about the Famicom pirate versions of Chrono Trigger, Golden Sun or Tales of Phantasia?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Pikachumanson on June 08, 2013, 04:51:49 am
Man those chinese guys are killer with their hombrew!
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 08, 2013, 07:27:09 pm
I think that's harsh, considering the NES's limited pallet and how dang good this effort is compared to pretty much any other example.

I don't mean to crap all over it, it is indeed a great product; but as it's been said they had GBA-era sprites to plagiarize and could have matched colors better to it or the animu. It's just really weird - while the battle sprites seem to be all from Gold and Silver, the palettes of some are inconsistently from Yellow or Red.

While some of them are due to hardware limitations (that Pikachu is as yellow as he's going to get, but he looks pretty good still. Magikarp doesn't have a (255,0,0) red to select.) there's nothing keeping the less attractive palette picks from being refurbished, is there?

<- (Knows one or two things about pikachus, but no more than that)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 09, 2013, 12:33:34 pm
I can see what I can do the brighten some of the colors for the Pokemon.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 09, 2013, 03:43:52 pm
I... I've been fiddling with it myself a little. (And would have saved myself half an hour if I knew 0F was the black they use*.) I promise nothing, but uh, if it's trivial I'll do it maybe.

Uh, back, back burner it waaaay in the back is all I mean to convey here.

* "Nah they wouldn't use that! Better use some corruption up in here...."
/brb palette data stored on a 27 0F 38 silver platter

Light orange Pikachu versus current lime Pikachu:

(http://i.imgur.com/YocK4n1.gif)

Doesn't seem as trivial as I had hoped. There doesn't seem to be a fixed distance or pattern of distance between entries as far as I can tell??

That each bloc seems to start with 30 and end with trailing 00's means it might be simple to search them out...
Title: Re: Pokemon Yellow NES Translation Project
Post by: Thanatos-Zero on June 09, 2013, 04:06:46 pm
Question: Is the name for the protagonist fixed? If yes, the name Ash should be replaced with his original name, which is Red.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 09, 2013, 05:55:56 pm
With a tiny bit of game time under my belt:

Is it just me, or does the move speed of the protagonist... is it a little wonky in places? Moving slower vertically, and some random ground tiles slow him down like he's walking through mud?

Re: Title Screen Stuff, I love the title screen they shipped with. It is the best screen.

Also: How they toggle between the Silver and Gold sprites for the "animation" at the beginning of each fight: that works way, way better than it has any right to.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 10, 2013, 10:08:24 am
Quote
Doesn't seem as trivial as I had hoped. There doesn't seem to be a fixed distance or pattern of distance between entries as far as I can tell??

The distance is different because the color for the Pokemon is also located within the graphics and tile layout.  Since the Pokemon sprites vary in size, the space between the color settings is going to be different.


I thought I'd help you with the Pokemon recoloring.  If you want to adjust which pokemon you run into in the wild, go to 0x074fbb-0x074fca. 

This area controls the type of Pokemon you find in the beginning area of the game, and the level they are when you encounter them.

They are made up of 4 digit sets. The first 2 digits controls the pokemon you find, the second 2 digits is for the level.


Change 0x026a3d to 04 to change the store inventory of the first town so they sell masterballs.

And change 0x02fc32 and 0x02fc33 to 00 to change the price of the masterballs to 0.


Hope this helps :)




Quote
Question: Is the name for the protagonist fixed? If yes, the name Ash should be replaced with his original name, which is Red.

I thought about naming him Red, but this is a remake of Pokemon Yellow, his name would have been Yellow.  His original name would be Red in Pokemon Red.  But since this game follows the show a little more closely than Pokemon Red, and Blue, I think the name Ash is more appropriate.

Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 10, 2013, 11:43:57 am
Okay, mah palette editor is finished. Behold its majesty.

(http://i.imgur.com/fZ9AEft.png)

Just have to finish out the last ~250 addresses. Considering I knocked out the first ~50 before noon with time for breakfast and finishing out the editor, shouldn't be too onerous, despite that entering stuff by hand is error-prone. <- (Famous last words)

I thought I'd help you with the Pokemon recoloring.  If you want to adjust which pokemon you run into in the wild, go to 0x074fbb-0x074fca. 

This area controls the type of Pokemon you find in the beginning area of the game, and the level they are when you encounter them.

They are made up of 4 digit sets. The first 2 digits controls the pokemon you find, the second 2 digits is for the level.

Change 0x026a3d to 04 to change the store inventory of the first town so they sell masterballs.

And change 0x02fc32 and 0x02fc33 to 00 to change the price of the masterballs to 0.

D'aw, was hoping for the moon (a save from someone with all or most of them captured) but this will indeed help a metric fuckton.

TYVM.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 10, 2013, 01:39:02 pm
Your Welcome and great job on the palette editor :thumbsup:

Just keep in mind that there's 159 Pokemon in this game, not 151.  (160 if you want to count(http://imageshack.us/a/img547/8416/nj046englishpokemonyell.png)) After Mew is Raikou, Entei, Suicune, Lugia, Ho-oh, Kyogre, Groudon and Rayquaza.

Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 10, 2013, 08:25:42 pm
The IPS Patch (https://dl.dropboxusercontent.com/u/182364153/Pokemon%20Lei%20Pallette%20Fix%201.2.ips)
The Palette Editor Program (https://dl.dropboxusercontent.com/u/182364153/Poke%20Palette%20Lei.zip)

The zip with the editor includes the IPS patch.

Do whatever you'd like with either.

This modifies only the in-battle palettes of pokemon. None of the in-battle trainers or any other sort of palette has been altered.

If Pokemon Lei melts your eyes while playing, you probably have to change your emulator's palette settings. This brought up a question I wondered about: does the Famiclone system this game was made for, does it have a different system palette than the Famicom?

A before/after; most of these are on the more dramatic side of the transformation.

(http://i.imgur.com/EgkHMmH.gif)

(An aside: I tried to add this image along with its RH entry, as I feel it's a better representation of the scope of my three days of effort. It was summarily rejected by the system in place, which makes me sad.)

My intention here was "what if the colors selected for the pokemon were developed by a human being, and not by the automated sprite-ripper/stuffer/plagiarizer software they use?"

In an ideal world, the GBA colors trumped the GBC ones. Much more often then not, that fell through:

* The pokemon in question has a few components that require more than two colors to color. The Bulbasaur series is an example - you can't have a green plant and a cyan lizard-frog. The colors in GBC are what they are for a reason.

* Irresponsible cross hatching. Sometimes a perfectly good sprite was ruined by Game Freak's automated cross-hatching algorithms for no reason. As trivia, the biggest offenders of this are: Blastoise, Ekans, Exeggutor and Farfetch'd. Ekans could have a red mouth and purple body if only his body segments were outlined in black. Farfetch'd in particular is grating since they shipped the game with neon green speckles all over his body - it's like a joke character no one ever looked at during QA or something. Slowbro also has a little of this - his shell could be any color, if it also weren't the same colors of the black lines on his body.

So in practice, this ended up applying only to Venomoth and the Machop line.


Quality disclaimer

I checked all 160 front sprites with the editor - I'm pretty sure they're modified correctly. The backsprites....... well let's just hope I didn't botch one or two of them, which is completely possible.

Even if the editing locations were 100% correct, it is possible I made some errors in input (just a few minutes ago I discovered I didn't match Chansey's back with its front) or some terrible color combination selections. There's only two chinpokomon who I don't have using the same palette front and back: Arbok and Rattata. Any other mismatch, and it's probably an error from being on autopilot.


Post Mortem Thoughts

The nes palette desperately needs someone to build a time machine and add some brown and another grey or two to it. I now hate the color orange to a potentially irrational level.

You know how every pokemon game has a trillion new water types added? I think I know the REAL reason: the designers just desperately want to add the color blue to the game. And they can't add it anywhere else easily.

The party menu screen could use the lime > light orange shift for Pikachu's sprite too. And it has some old palatte selections of its own, such as the blue Nidoran Female being lime in the menu, and the purple Nidoran being blue. I remember these being pretty janky back in the Game Boy days though..

I always wondered if the team that made this game ever aspired to creating an original title of their own. I suppose from a practical standpoint that's a "maybe" - they clearly don't have the manpower to develop art and music assets on their own. But on the other hand, a cunning use of plagiarism can give you more than ample resources to put together a fantastic, original, patchwork game...

A GBC-exclusive Pokemon Gold/Silver could have looked way better, couldn't it have? A colored ground in the battle screen, extra sprites layered over the existed sprites to add more colors (there's only two static monsters on screen at once - they have room for overlapping some moar sprites onto things). Just an odd what-might've been..



*** Thanks again to Aerezoloh for the save file; saved me a lot of time.

---------------
Very close to finishing the address list and doing an automated test run to see if I hit everything.

If anyone has a save/state with a lot of guys already caught or just a very high number of monsters "seen" so they show in the pokedex, that'd help kickstart my QA immensely.


June 11, 2013, 12:06:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Confirmed face sprites 100%. Have not confirmed all back sprites - but I'm sure it'll be fine. It'll be fine.

The NES's palette is pretty miserable when it comes to anything with red in it. Three highlights for magenta, one shade available as blue-magenta. Nidoran isn't going to look that good with his ordinary scheme..

And GameFreak themselves seems to be trying to destroy me, with sprites like this. (http://cdn.bulbagarden.net/upload/6/63/Spr_2g_008.png)[/url] Why are there blue speckles on his chest? That does not make sense! All it does is limit the contrast you can have between skin and outline or shell to hide the ugly. Arrrg

But fortunately the in battle colors for this game are easy to improve - Charmeleon looks about three or four times better than how they had him.

June 11, 2013, 02:20:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
An amusing thing about this rom - they keep shuffling the order on their palettes so instead of  Black - Shade - Color they could be stored in any order. Apparently... even they found this slightly confusing: I am almost certain they put Fearow's colors in backwards on accident.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 17, 2013, 10:58:05 pm
Great job with this :thumbsup:.  This is a much needed improvement to this game.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on June 18, 2013, 12:31:52 am
(http://i.imgur.com/EgkHMmH.gif)

Yeesh, talk about mixed results.

Charmeleon, Pikachu, Suicune, Venomoth and Poliwhirl are noticeably better, but...


Cubone, Raticate, Farfetch'd and Hitmonlee are far far WORSE with that pallet!

One step forward one step back.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 18, 2013, 09:02:51 am
Just a reminder, the IPS patches hosted on the mainsite here will be out of date for a couple months still, at least. The only changes I made in 1.1 is that the Clefairies and Jigglypoofs are light pink blobs like in the anime.

Cubone, Raticate, Farfetch'd and Hitmonlee are far far WORSE with that pallet!

One step forward one step back.

Wa, wat? Are you sure you're reading the picture right?

I've never seen a dark green jello Farfetch'd in me life. Or a pale-skinned Hitmonlee. Or a black and white uncolored blob.

Even blasting my gamma up to the max to simulate a LCD on crummy settings, I still don't see it.

Any way I try to look at it I, I can't parse what criteria you're using here. halp

Quote
If yes, the name Ash should be replaced with his original name, which is Red.

The wiki on contraband says the character is named after Ash's Chinese equivalent. So Ash should be most faithful to the creator's intent, according to the shady wiki about shady games.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Thanatos-Zero on June 21, 2013, 11:56:14 am
I still insist that he needs to be renamed into Red, in Pokemon Special [1] and all the other games, it is his name. Also in the manga and the games they own a Pikachu.
Ash is a inferior copy of the original. He is supposed to never grow up or to win the pokemon leagues. As long as Pikachu stays popular, Ash needs to be hold back, otherwise they would eventually lose their target group (which are children) and lose money.
To give Red the name Ash, is a offence, to what Red has accomplished.


[1] Creator Satoshi Tajiri has stated that it is more faithful to his original idea than any other adaptation.

Title: Re: Pokemon Yellow NES Translation Project
Post by: danke on June 21, 2013, 05:14:07 pm
As it's not your project, Lugia is free to name the character as he pleases. I support the fact that he is following the naming the Chinese game used. Also, Pokemon Yellow (as this game is based on) follows the Anime, and not Red from Red or the various manga, so he has every right to go with "Ash" as the name. If you don't like it, I am positive it's a very simple hack the change the name to Red. I'm surprised you're not arguing over the Gary/Blue/Green dilemma as well.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on June 21, 2013, 07:10:01 pm
The problem I have with the brown Pokemon is that when you use the golden brown pallet, they closely resemble their shiny sprites from Generation II and not the normal colors. Look at bulbapeida's sprite section for each Pokemon to see what I mean. The chinese creators made the pallets look like what SGB Yellow did.

With the NES pallet you can only work with what you're given, but even so I think it best if you used the SGB and GBC pallets as a guide when deciding the exact colors each Pokemon should be.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on June 22, 2013, 11:10:46 am
I can agree that I may not have used 17 as liberally as I could have; in retrospect, if the PAL palette is considerably lighter like I've heard of, it's probably the best choice in many situations.

Still, more concerned about using light blurple as a substitute for light grey; it's always a compromise between hue and luminance... It's not like I'm a dictator here; the thing's out there for people to do whatever they want.

On the "use Pokemon 2 as the guide", I empathically disagree. On three main counts:

* Consistency. The rest of the game uses GBA-style saturated colors.

* Many of those sprites look really assy.

By your own testimony, you agree with point #2 as you haven't used Venomoth as an example of heathenism. Despite it being far and away the biggest departure from Pokemon 2. On the same line, Cubone, Kangaskhan... always were big giant balls of eye needles in that game.

The NES is completely capable of displaying a bulbasaur that looks much like this:

(http://cdn.bulbagarden.net/upload/a/ad/Spr_2g_001.png)

But you'd have to be a bit of a weirdo to want to.

Especially considering that a TV doesn't have that heinous gameboy greenish beige as its base color. And doesn't make you struggle and squirm around to get every ounce of reflectable light onto the damn thing.
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on July 26, 2013, 12:38:02 am
This is one impressive project, and I'm surprised at the quality.  Nice work!  I'm not sure if you're a high caliber hacker, but I was wondering if you could disassemble whatever you have so far of the game, so that others could hack it to see fit.  Most of the game's problems stem from the original game itself, so fixing some gameplay issues shouldn't be your responsibility.

Ideally, I wish I could hack this game to use MMC5 (for the per-tile BG palette assignment and more graphics memory) and to make it look closer to GSC, but be a remake of RBY.  Additionally, while the game already pushes the NES' calculation and sub-calculation systems, I wish I could make all the battle gimmicks mirror the later games as well, or at least implement some fixes/traits of the newer games (split Attack and Sp. Attack for one).

Also, doesn't the NES have a limit with how many palettes you can define?  Like 16 for backgrounds and 16 for sprites?  Or is there a trick to create multiple "unique" palettes by taking an existing palette and making the game alter the colors, like how it's done for the Mega Man games?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Midna on July 26, 2013, 03:33:46 am
I think it's limited by cartridge space, although it's true that the NES can have only 25 colors on-screen at a time (one background color, 12 background titles, three three-color sprite palettes).
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on July 26, 2013, 03:44:50 am
Hmm, I could've sworn that I read that the NES has this bizarre palette limitation, which restricts how many palettes you can define and use.  Not as in the 4 for backgrounds and 4 for sprites regarding display, I mean storage space.  Not sure if it's related to storage space or a design choice on the Famicom's hardware.

In either case, I'm curious, this might conflict with certain Pokemon and how they are colored, especially since there are 161 unique Pokemon in this game.  But yeah, I believe this hack should stay as close to the pirate game as possible so that it can be later hacked by others as they see fit.

<<<always wanted to play the first Pokemon games on TV and in color, specifically NES.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on July 26, 2013, 11:11:16 am
On the subject of the Pokemon 2 sprites, let's be serious here. The GBC colors were never canonical. They were created in greyscale mode first and foremost, and the color mode was an afterthought at best.

Eh, and another version of the Palette Patch (https://dl.dropboxusercontent.com/u/182364153/Pokemon%20Lei%20Pallette%20Fix%201.2.ips). Just a small fix - had two colors flipped on Nidorina..

Quote
which restricts how many palettes you can define and use.  Not as in the 4 for backgrounds and 4 for sprites regarding display, I mean storage space.

Eeeeeh not in any absolute sense. I mean, this game or Final Fantasy 3 simply would not work if they didn't have virtually infinite palettes to swap to.

A lot of games criminally under use palette swapping imo. Dragon Quest locking itself down to only four palettes for overworld sprites (because they decided they NEEDED to display your entire party walking around at the same time), is an example.

I think it's limited by cartridge space, although it's true that the NES can have only 25 colors on-screen at a time

I believe there are a few games that have it where the tiles don't have to share a color through some wizard doodad, boosting this up to 28?

Um.. still, the Master System blows the NES out of the water on the graphics front. I think they even have the colors red and brown on that beast.
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on July 26, 2013, 02:01:37 pm
To be fair, the Final Fantasy games blatantly re-use palettes for things, much more obvious examples being the Black Mage sharing colors with the Monk and Thief, or the Fighter sharing colors with the White Mage and Red Mage.  But I still think it's a mystery.

I kinda liked the GSC sprites, they did excellent looking sprites with just 3 colors and transparency.  Some came out obviously wrong like the -Saur family, while the rest came out surprisingly good.  The cross hatching though is very hit or miss.

Also, regarding your previous idea of using sprites to overlap the Pokemon background graphics, that sounds like a great idea.  However, there's a tiny problem with that.  The Pokemon attacks use sprites, and they would likely cause flickering once too many of them are on the same line.  The GBC, despite being miles ahead of the NES, still suffered from the flickering problem.  Only difference is that the screens are way narrower (160 vs 256), so there was no need for more graphics on screen.  Shantae on GBC is designed the way it is because of flicker.  Shantae herself uses loads of palettes stacked on top of her, which would cause flickering if more than 2 enemies are onscreen.

Just curious, but how tricky would it be to make the health bars change color?  I was thinking the best way to do this would be to have BG palette with the colors black/green/green.  How this works is that the one green is for your own Pokemon, while the other is for the opponent.  When your Pokemon reaches 1/2 life, the first green will then turn orange, while the second green stays green since their HP is above 50%.  Sounds like it could work?  Also, is there enough room for there to be 8 different tiles for the HP bar, with each bar being 1 pixel smaller than the last?  Or how does this game handle the HP increase/decrease animation?

Also, what mapper does this game use, a proprietary Chinese mapper?  If so, what would be the most realistic mapper this game could use for reproduction purposes?
Title: Re: Pokemon Yellow NES Translation Project
Post by: mcmustang51 on October 03, 2013, 12:15:37 pm
Where are we at with this project?
Title: Re: Pokemon Yellow NES Translation Project
Post by: wyndcrosser on October 03, 2013, 08:33:11 pm
To be fair, the Final Fantasy games blatantly re-use palettes for things, much more obvious examples being the Black Mage sharing colors with the Monk and Thief, or the Fighter sharing colors with the White Mage and Red Mage.  But I still think it's a mystery.

I kinda liked the GSC sprites, they did excellent looking sprites with just 3 colors and transparency.  Some came out obviously wrong like the -Saur family, while the rest came out surprisingly good.  The cross hatching though is very hit or miss.

Also, regarding your previous idea of using sprites to overlap the Pokemon background graphics, that sounds like a great idea.  However, there's a tiny problem with that.  The Pokemon attacks use sprites, and they would likely cause flickering once too many of them are on the same line.  The GBC, despite being miles ahead of the NES, still suffered from the flickering problem.  Only difference is that the screens are way narrower (160 vs 256), so there was no need for more graphics on screen.  Shantae on GBC is designed the way it is because of flicker.  Shantae herself uses loads of palettes stacked on top of her, which would cause flickering if more than 2 enemies are onscreen.

Just curious, but how tricky would it be to make the health bars change color?  I was thinking the best way to do this would be to have BG palette with the colors black/green/green.  How this works is that the one green is for your own Pokemon, while the other is for the opponent.  When your Pokemon reaches 1/2 life, the first green will then turn orange, while the second green stays green since their HP is above 50%.  Sounds like it could work?  Also, is there enough room for there to be 8 different tiles for the HP bar, with each bar being 1 pixel smaller than the last?  Or how does this game handle the HP increase/decrease animation?

Also, what mapper does this game use, a proprietary Chinese mapper?  If so, what would be the most realistic mapper this game could use for reproduction purposes?

FCe Ultra will tell you what mapper, and there's no board outside the  original board where this game will be able to be reproduced. Our best option is to have InfiniteNESLives design a board.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 05, 2013, 05:03:21 pm
Now that I've finished working on Final Fantasy VII. This project has now been picked back up. 

There's been some changes since the last update, I recolored all of the menus to give them more vibrant color, all pokemon have been recolored, and all trainers names have been translated.  I also altered the pokedex screen a little to make the area for text larger so it can support another line of text.  I'll be able to give better Pokedex descriptions now. Also the orange text boxes of the battle menus have been changed to white.

And with the trainers, I found 2 unnecessary sprites. Thanks to what I've learned from working on Final Fantasy VII, I will likely be able to make special events from scratch for optional trainer fights.  From what I've seen, the event system commands for both games seem to be very similar. 

Not much more has happened with translating the main game (I lost my old game save), so I started the game over and just spent time catching all pokemon at level 99.

I tried looking into making pokemon "00" into MissingNo. but it looks like that won't be doable.  So I'm going to try and add a pokemon to the game, which may very well be easier said than done.


Here's some screenshots of the new menus and battle screen.
(http://imageshack.com/a/img547/9453/ykyw.png)
(http://imageshack.com/a/img841/8195/zomd.png)
(http://imageshack.com/a/img9/9004/3jok.png)
(http://imageshack.com/a/img543/4581/rqyk.png)
(http://imageshack.com/a/img834/3944/sp7o.png)
(http://imageshack.com/a/img208/9067/r5ia.png)
(http://imageshack.com/a/img32/8739/x4nm.png)

Here's an updated patch. enjoy :)

https://db.tt/dpNXnISA (https://db.tt/dpNXnISA)
Title: Re: Pokemon Yellow NES Translation Project
Post by: gadesx on December 11, 2013, 07:19:22 am
This game have ending? or its only a short version of the game?
There is a lot of ports/demakes in nes that are only 2 stages...
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 11, 2013, 07:58:00 pm
Quote
This game have ending? or its only a short version of the game?
There is a lot of ports/demakes in nes that are only 2 stages...

From what I've seen, (I haven't finished the whole game yet), just about everything is there.  All cities, gyms, the elite 4, the trainers you meet that give the Red/Blue starters, and all legendaries. I know the mini game from the gaming corner is missing.  And you can't ride the bike in this game.

Also, there's a few special trainers that weren't even in Pokemon Yellow:

(http://imageshack.com/a/img713/9055/472k.png) (http://imageshack.com/a/img826/449/rn05.png) (http://imageshack.com/a/img706/165/dlud.png)
I'm not sure yet if they are even used in the game, but if they aren't, I can make new events to add them in

And along with them, all regular trainers from G/S/C that weren't in Yellow are in the game.






*Update*

I fixed the blue arrow in the battle dialogue that would sometimes cover up the text. I moved t to the bottom right of the text box.

Also, I fixed what was wrong with Pokemon 00, so now there is a total of 160 Pokemon in the game.  I just can't change it's name from ------------ since that is linked with the Pokedex, also the ? picture is also linked with the Pokedex, so I can't change that either.  But it does have it's own stat growth curve, moveset, and type. 
And it won't appear in the Pokedex.  If you do fill the pokedex, it'll say you've seen 160 pokemon and caught 159.

And I finished the sprites for the 2 extra trainers.


I probably should've put this before, but here's a comparison of the menus now and before:
(http://imageshack.com/a/img571/5159/i0bb.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Da_GPer on December 12, 2013, 02:43:07 am
I noticed that some of the fonts seem a bit strange looking in some of the translated pics. Will they be changed to look a bit better?
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on December 12, 2013, 11:21:53 am
I'd also suggest trying to make the font look more consistent between menu text.

ASH
MONEY
Pokemon
Title: Re: Pokemon Yellow NES Translation Project
Post by: Vague Rant on December 17, 2013, 10:11:27 pm
(http://imageshack.com/a/img547/9453/ykyw.png)

I don't know if you're copying these descriptions directly from the Game Boy game/s and don't want to alter them, but if you're not averse to making fixes, the correct usage there would be "its" rather than "it's". Possessive "its" has no apostrophe, perhaps by relation to "his" and "hers"; I guess the rule is "possessive pronouns don't take apostrophes"?
Title: Re: Pokemon Yellow NES Translation Project
Post by: sanchez513 on December 19, 2013, 07:24:15 pm
I don't mean to be pushy, I'm a huge fan of your work, but when you are finished would it be possible for you to post a patch that only includes the translation? with none of the other changes made. I would truly appreciate it.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on December 20, 2013, 11:27:33 pm
http://imageshack.com/a/img834/3944/sp7o.png

Withdraw
Release
Stat

This needs work to be visually pleasing.

I take it that these are tiles, and not actual writable areas.

So what you ought to do is have centered text rather than the stretched, and the text should match for all entries. If you can't edit the size of the tiles so be it, but at least don't have the super stretched ugly look in your current beta.

Withdraw is the best word to use, but if it can't fit properly without looking awful as it currently does, use shorter words.

Take
Set Free or SetFree or
Set
Free
Status (there does seem to be room for the full word if you do it properly)
Title: .
Post by: Chpexo on December 24, 2013, 01:12:15 pm
.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chippy2000 on December 24, 2013, 02:05:17 pm
Hmm...I LIKE THIS  ;) !
*Downloads*


December 24, 2013, 02:15:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
JNES says 'Mapper #163 unsupported'

Why is this? I used Lunar IPS to patch it. Is that the problem?
Title: .
Post by: Chpexo on December 24, 2013, 03:36:30 pm
.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chippy2000 on December 24, 2013, 04:08:26 pm
Thanks. It worked very well. Time to test it all for y'all!
Title: Re: Pokemon Yellow NES Translation Project
Post by: Zoinkity on December 24, 2013, 04:24:38 pm
Quote
JNES says 'Mapper #163 unsupported'
Why is this? I used Lunar IPS to patch it. Is that the problem?
I know you got it working, so for anyone else who encounters this with other emulators/flashcarts I'll explain as simply as possible.

Mappers are how data is divided on the cartridge.  They map hardware so the software can read it properly.  Crazy Chinese bootlegs used some custom mappers, and they're all huge and strange.  Not everything supports them, between a lack of clear info and how few titles use it.  So, if you get a mapper unsupported error*, it isn't because of the patch.

*unless somebody changed mappers on you and non-iNES headers got involved.  Even Nintendo uses the iNES standard ;*)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chippy2000 on December 27, 2013, 04:28:23 pm
OK. For all who cannot get it working just use FCEUX. It does it perfectly  :thumbsup:

The translation isn't complete. Found some Chinese jibberish in the Indigo Plateau against Lance. Can't print screen cus it crashes my PC (Breaking. can't use normal so Safe Mode w/networking is the only way) so can someone else check for me?
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on December 28, 2013, 01:41:44 am
Good news!  Are you making notes of how the game's programming works, by any chance?

Also, some feedback.  I'm not a fan of how these look.

(http://imageshack.com/a/img547/9453/ykyw.png)
(http://imageshack.com/a/img841/8195/zomd.png)
(http://imageshack.com/a/img543/4581/rqyk.png)
(http://imageshack.com/a/img834/3944/sp7o.png)
(http://imageshack.com/a/img208/9067/r5ia.png)
(http://imageshack.com/a/img32/8739/x4nm.png)

So is it possible to make the game, and all related screens, resemble the GameBoy ones?  I know the NES can barely do half the stuff the GBC can, but I'm certain many of those minimalist screen designs in Gen1 and Gen2 are well within the abilities of the NES.  This is probably programming related, but there is no easy way to make the levels cap at 100 as opposed to 99, right?

This is looking good, good luck on this!
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chippy2000 on December 28, 2013, 10:55:29 am
I found Lugia in the first area after getting Pikachu T_T
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 28, 2013, 12:25:02 pm
Quote
(http://i.imgur.com/V50R91n.png)
*cough*
Nice! I really like it, I'll go ahead and make the changes.  I'm going to go through and change the looks of fonts in the other menus too.

Quote
I found Lugia in the first area after getting Pikachu T_T

Oops, I think that's from when I was working to catch each Pokemon.  I fixed it.


Quote
Are you making notes of how the game's programming works, by any chance?

I am, later on I'm going to get together everything and write a guide to hacking this game.



Quote
Also, some feedback.  I'm not a fan of how these look.

Really?  I like it, makes me feel like I'm playing this game on the N64.





I thought about the map and NPC graphics for this game, and they are lacking. I don't like how the GBA graphics on the NES look. The battle screen looks better, but the rest of the game looks pretty bad.

So I decided to go through the graphics on each map and redo them after I translate the game. I'm going to make the game match the Gameboy style more, I'm think it will really look much better and more like an official version of the game.

It shouldn't take too long since the graphics are already made. I just need to transfer them to this game.



And a bit more has been done, I finished Nugget bridge and found out how to set the trainers you encounter.  Apparently they're vision range and which NPC the trainer is, is located within the teleport tile settings.
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on December 28, 2013, 02:03:37 pm
Eh, to each his own, many visuals of the original game look unprofessional, like the battle area.  Maybe that could be reduced to a smaller 160x144 window so that the graphics don't look as spaced out, kinda like how the map is done.  I have no technical know-how, obviously, but I was thinking that instead of using abbreviations for the attack types, maybe you could spawn a sprite that represents the type?  Those colored blocks from Gen3 onwards would be perfect.

Just curious, but there be enough space to use DPCM samples for the Pokemon cries?  Considering there are 160 unique Pokemon and the original RBY game had some interesting cry algorithm, it might be unwise to do so.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MrFaust on February 06, 2014, 04:40:07 am
I am really impressed with this project. I downloaded the patch and played quite a bit. How far is this game from being completed?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chippy2000 on February 09, 2014, 10:26:12 am
I was pretty happy about seeing lugia there but wth I don't really care. Just don't like how it aeroblasted my pikachu XD
Title: Re: Pokemon Yellow NES Translation Project
Post by: DarkKobold on April 04, 2014, 03:00:37 pm
There hasn't been an update on this project in a while, and Lugia2009 hasn't logged in for months. Is this still active?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Cralex on April 05, 2014, 01:25:04 pm
I hope so. For an unlicensed game, this is really quite a novelty, especially considering they crammed it onto the NES. Sure, you can always play Pokemon Yellow on the gameboy, but I'm looking forward to a completed patch for this game someday.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on April 23, 2014, 03:32:42 pm
Hi all!  :) I appologize for the long absence. Things have been very busy, between hours at work picking up and  redecorating at home. But my hours are back down, so I'll have more free time.

I have been working on this game some more and up to the S.S. Anne is finished being translated.
Title: Re: Pokemon Yellow NES Translation Project
Post by: DeliciousMilkTea on May 05, 2014, 01:32:30 pm
Downloading the current patch now and looking forward to more.

I recently stumbled upon this game and just had to see if there was any sort of translation.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 06, 2014, 09:46:35 pm
A bit of bad news, I was just about to release a new update, but my hard drive to my computer went (second time :banghead:). I had all the menus redone and a bit more of the game translated. Luckily I do have another back-up computer to work on.  So as of right now the game up to vermilion city is done, plus I'm working on redoing the text on all menus (again).
Title: Re: Pokemon Yellow NES Translation Project
Post by: MrFaust on June 11, 2014, 06:45:10 pm
Aww boo. That sucks man, though its good to know you haven't abandoned the project. I'm really looking forward to the next update!
Title: Re: Pokemon Yellow NES Translation Project
Post by: hypergorilla on July 11, 2014, 09:38:02 am
Lugia, has anyone ever told you you're a madman? First final fantasy vii and now this? Genius.
Also, I make NES repros. If I ever figure out how to make the cart for FFVII, you will surely be the first to get one.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on July 15, 2014, 11:46:38 pm
Quote
Lugia, has anyone ever told you you're a madman? First final fantasy vii and now this? Genius.

Plus I'm doing character imports on Dissidia 012 Final Fantasy as well:
(http://i753.photobucket.com/albums/xx179/JCC2000/DISSIDIA_012_FF_0005.jpeg)
(http://i753.photobucket.com/albums/xx179/JCC2000/Screenshot_2014-05-29-18-36-43.png)
(http://i753.photobucket.com/albums/xx179/JCC2000/Screenshot_2014-06-01-09-22-17.png)

Quote
Also, I make NES repros. If I ever figure out how to make the cart for FFVII, you will surely be the first to get one.

Cool, I'm trying to figure that out as well.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MrFaust on July 20, 2014, 09:53:32 am
Wait these can't be put on carts?
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on July 22, 2014, 02:28:10 am
No, because these games use proprietary memory addressing hardware developed by the Chinese, and each Chinese developer has their own system.  Most Chinese bootlegs such as Somari or Aladdin had to be hacked to use MMC3 in order to make reproductions.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on July 22, 2014, 07:17:00 am
You can make repros if you can find the original copies which are very very very rare outside of China. This game uses mapper 163. So you need to find a game made by Shenzhen Nanjing, all their games use this mapper.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MrFaust on July 22, 2014, 02:19:56 pm
I see , so let's say you finish the translation and wanted to put it on a NES cart. You wouldn't be able too? That's a bummer.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on July 22, 2014, 11:42:25 pm
I could, I was lucky enough to get ahold of a nanjing game I can use as a donor.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on July 24, 2014, 12:16:30 am
Hey everyone, I've seen this topic and decided to join in. I'm loving the new improvement of Pokemon Yellow for the NES, I've wanted to mention that I've started uploading some of the remixed tracks on my YouTube channel. 8) I even discovered another YouTube user named Koh1dfs who has been uploading some videos of Pokemon Yellow for the NES aswell, but just the Chinese version. By watching a few of his videos, I managed to discover how to get some of the other legendary Pokemon.  :)

Here's a list of the Legendary Pokemon locations, a few of them are still in their same locations like in R/B/Y versions.

*Articuno - Seafoam Islands Lvl 50
*Zapdos - Power Plant Lvl 50
*Moltres - Pokemon Mansion (Cinnabar Island) Lvl 50 (RE)
*Mewtwo - Cerulean Cave Lvl 70
*Mew - Celadon City Lvl 80 (Here's the video of getting Mew, you'll need to collect all 150 Pokemon including the G/S/C legendaries: https://www.youtube.com/watch?v=Ly8ZTu7MjAE)
*Raikou - Secret Island/Navel Rock Lvl 50 (RE)
*Entei - Victory Road Lvl 50 (RE)
*Suicune - Route 21 Lvl 50 (RE)
*Lugia - Route 1 (Few multiples can be found at Lvl 10) and Secret Island/Navel Rock Lvl 70
*Ho-Oh - Secret Island/Navel Rock Lvl 70 (Another video of getting to Ho-Oh: https://www.youtube.com/watch?v=88h6Y-690Qk)

RE obviously means random encounter, I put that there so most of you are aware that you'll only get to encounter these Pokemon once so be prepared, it's your only chance in the game.

I still haven't found out where Kyogre, Groudon and Rayquaza are, I've tried searching around most areas around Kanto but no luck yet. And if you were also wondering how to get to Navel Rock/Secret Island (where Ho-Oh is), you'd have to beat the Elite Four again after defeating/catching Mewtwo (I was wondering what Lorelei was saying when I came out of Cerulean Cave).

You're battling the E4 again (each person now has 6 Pokemon each) and instead of Gary, Jessie and James of TR are now the new champions (they still have Meowth, Arbok and Weezing, and in addition the final evolutions of the starters). After defeating the E4, go to the building in Celadon City (the door on the right where you get Fly) and battle the trainer in the center of the room (he looks like Brendan). After you defeat him, he'll let you go to Navel Rock, also his team consists of the legendary dogs and R/S/E legendaries.

And apparently Koh1dfs said that you can also catch Hitmonlee, Hitmonchan, Lapras, Omanyte, Kabuto and Aerodactyl at Navel Rock. :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on July 24, 2014, 02:24:34 pm
Wow :o, I knew Nanjing put some real effort into this game, but I didn't think they went as far as to have post game events other than Mewtwo.  Thanks for posting this, it'll help with my translation. :)

For the legendaries, I like how you can encounter them in random battles in certain areas, but it would be cool to have special trainer fights that reward you with some of them.

I've been coming up with a few ideas for extra trainer battles that would reward you with legendaries, MissingNo. (whose name is ---------- in the game), fossil Pokemon, plus a few others. They would appear as both pre and post game events.  I wanna make sure it's possible to get all 156 Pokemon in the game.

Here's two extra trainers I've made so far:

(http://i753.photobucket.com/albums/xx179/JCC2000/NJ046-EnglishPokemon-YellowC12-05-2013-0.png)
(Couldn't resist making an appearance in this game too! :))


(http://i753.photobucket.com/albums/xx179/JCC2000/NJ046-EnglishPokemon-YellowC12-05-2013-2.png)
(Prof. Oak's sprite is just copy, pasted, and recolored from the intro screen.)

I didn't implement them into the game yet beyond the graphics and names being inserted.

Plus there's some other trainer sprites that can be used to create even more trainers! (Yay extra content! ;D)


Quote
I've wanted to mention that I've started uploading some of the remixed tracks on my YouTube channel. 8)

I'm glad you like the new tracks :), I think they're sooo much easier on the ears than the original ones.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on July 24, 2014, 08:47:11 pm
No probs Lugia2009 :) oh and about the trainer sprites, when I was in the fighting dojo, I do remember fighting some Blackbelt trainers under the name "Prof. Oak" :o but since you created a trainer for him, I glad that's sorted out of the way. xD
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on July 31, 2014, 03:53:47 pm
I can't wait until this is finished, I kinda wish I could hack it "back" with the GameBoy Pokemon games.  Then again, I reckon it'd be easier to make an all new game than it would be to extensively hack one game, just because it has a similar engine that's mostly implemented...
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 09, 2014, 03:54:41 pm
Sorry for not updating more often (been juggling a few projects at once). 

But I uploaded a new patch on the front page.  As for the progress, the main story is about 35% finished. It's getting there, slowly but surely :)
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 11, 2014, 09:04:22 am
Oops, if only I remember to put the link in my post containing the remix tracks :laugh:

Anyway here's the playlist if anyone wants to listen to them, I'm not done uploading all the tracks if you're wondering but I'll get there soon
https://www.youtube.com/playlist?list=PLnCh0yod29An5X20uo5qDrwMZMxCKpyNl :thumbsup:
Title: .
Post by: Chpexo on August 13, 2014, 01:38:17 pm
.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 14, 2014, 09:30:42 pm
All thanks to a YouTube user by the name of HammerBro094, he told me how to get Mew in the game, first things first, catch all the Pokemon (including the G/S/C legendaries) to get Mew, the R/S/E legendaries don't need to be capture in order to get him but I've got a good feeling that you can probably get them after getting Mew.

I'm still trying to find out how they can be obtained in the game, it may take quite some time though, at least until I (or one of us) finds out how to get Kyogre, Groudon and Rayquaza legitimately, it probably is possible to catch all 159 Pokemon in the game anyway.

I do remember playing the game for the first time (before it started getting translated), I was a bit shocked if you couldn't catch everyone but at least Nanjing added the exclusives from Red/Blue that you couldn't originally catch in Yellow.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on August 21, 2014, 06:10:17 am
I could, I was lucky enough to get ahold of a nanjing game I can use as a donor.

Are you certain about that? I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.
Title: Re: Pokemon Yellow NES Translation Project
Post by: klu69 on August 22, 2014, 04:58:24 am
Lugia2009, your job is great! But i suggest this:
(http://imagizer.imageshack.us/a/img547/9453/ykyw.png)
vs
(http://2.firepic.org/2/images/2014-08/22/hpl62tej0x94.png)
(it's just mock-up, but it's much better, huh?)
tiles by Ryumaru
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 22, 2014, 05:52:24 am
Lugia2009, your job is great! But i suggest this:
(http://imagizer.imageshack.us/a/img547/9453/ykyw.png)
vs
(http://2.firepic.org/2/images/2014-08/22/hpl62tej0x94.png)
(it's just mock-up, but it's much better, huh?)
tiles by PokeGlitch
That looks very cool! I like it :thumbsup: Sorry if I sound like Lugia2009 but I'm not trying to take over this project XD

Oh and I was just wondering, is it possible to add wild Raichu to the game? I kinda don't wanna evolve Pikachu since that's what Yellow on the GameBoy was all about, and it sorta ruins the game if Pikachu evolves (in my opinion) XD

And for some reason the link to the recent patch won't work for me :huh:
Title: Re: Pokemon Yellow NES Translation Project
Post by: klu69 on August 22, 2014, 07:15:01 am
Thanks!) I wish Lugia2009 add this) But I don't draw this, PokeGlitch is author. But I colorized It.
(Sorry for my bad English)
Title: Re: Pokemon Yellow NES Translation Project
Post by: justin3009 on August 22, 2014, 10:56:12 am
I'm not sure how it all works but isn't all that WELL over the NES's color limitation?
Title: Re: Pokemon Yellow NES Translation Project
Post by: klu69 on August 22, 2014, 11:54:23 am
I think these colors are minimally affected.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 23, 2014, 03:19:26 am
Ok so there are a few minor errors I've noticed while playing the game again and if there's time, they may require fixing. First things first, the backsprites for Kadabra and Alakazam are swapped around, I'm not sure if its a bug or Nanjing did it like that by mistake but is there a possibility to fix this error?

https://imageshack.com/i/p5tKZfQlp
https://imageshack.com/i/p2icCo1gp

Plus I'd like to note Electabuzz's name is mispelt as "Electabuz", fix that if you can thanks.

https://imageshack.com/i/ipO1AARWp

Turns out Magical Leaf (TM19) is actually Giga Drain, 5 PP and the move acts the same as Giga Drain would.

And lastly Giovanni's name is mispelt as "Gilvanni".

I'm not sure if you knew about these minor errors but I thought I'd just post them just incase for any future patches.
Title: .
Post by: Chpexo on August 23, 2014, 04:51:27 pm
.
Title: Re: Pokemon Yellow NES Translation Project
Post by: klu69 on August 25, 2014, 11:39:03 am
I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 26, 2014, 12:01:45 am
I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.
Lugia said in an earlier post that he'll change a lot of the coloring on the buildings and stuff once the translation's done, which is probably gonna be a while away. But yeah it would be nice to have everything match what they looked like in GameBoy games and stuff.

August 26, 2014, 01:01:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thank you for uploading those tracks. I wish some one would create .nsf files for the game though.
I finished uploading all the tracks. Pretty sure that's all of them.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on August 26, 2014, 04:36:32 pm
Does anyone here own the original Chinese cartridge?

On the previous thread, there was the question of if this translation when done can be put back on cart and Luiga said yes, but...I don't think so. As I said before:

I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, someone please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 28, 2014, 02:59:59 pm
Quote
Does anyone here own the original Chinese cartridge?

On the previous thread, there was the question of if this translation when done can be put back on cart and Luiga said yes, but...I don't think so. As I said before:

I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, someone please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.

I found 3 in total, and have played all 3. I found Naruto, King of Fighters R-2, and Samurai Shodown.  I checked the ROMs of Naruto and Samurai Shodown, and they are 2mb ROMs that use mapper 163. I'm not sure about King of Fighters R-2, that game hasn't been dumped yet, but it's likely 2mb as well and uses mapper 163.  Most all of their games seem to be that size and use that mapper.

From what I've seen, only one is a usable donor which was Naruto.  The other two are glob tops.  I checked the chip numbers on the Naruto cart, and it is a 2mb chip.

I have pictures of the PCBs, but my Photobucket bandwidth's been reached, so I'll have to wait a few days to post them.



Quote
Ok so there are a few minor errors I've noticed while playing the game again and if there's time, they may require fixing. First things first, the backsprites for Kadabra and Alakazam are swapped around, I'm not sure if its a bug or Nanjing did it like that by mistake but is there a possibility to fix this error?

https://imageshack.com/i/p5tKZfQlp
https://imageshack.com/i/p2icCo1gp

Plus I'd like to note Electabuzz's name is mispelt as "Electabuz", fix that if you can thanks.

https://imageshack.com/i/ipO1AARWp

Turns out Magical Leaf (TM19) is actually Giga Drain, 5 PP and the move acts the same as Giga Drain would.

And lastly Giovanni's name is mispelt as "Gilvanni".

I'm not sure if you knew about these minor errors but I thought I'd just post them just incase for any future patches.

Thanks for letting me know, I'll go ahead and fix them.



Quote
I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.

I know, the colors on some of the maps are horrible, but it's gonna be fixed.  I think they chose that green for the Poke'Mon centers and Poke'Marts because of the plants in there. And I'm definitely going to fix the roofs, that's on my to-do list as well.



Quote
Lugia2009, your job is great! But i suggest this:
(http://imagizer.imageshack.us/a/img547/9453/ykyw.png)
vs
(http://2.firepic.org/2/images/2014-08/22/hpl62tej0x94.png/bmi_orig_img/hpl62tej0x94.png)
(it's just mock-up, but it's much better, huh?)
tiles by PokeGlitch

Looks good, I may be able to do it, but the outside border would have to be replaced with a solid color to save graphic tile space.  Also, the No. XXX would have to be moved, the white part can only be used for the Poke'Mon sprite.  I'll see what I can do. :)





August 28, 2014, 03:45:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I fixed the download link on the front page.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on August 28, 2014, 11:31:42 pm
the easily solution is to get a tumblr account. Tumblr allows unlimited number of posts, although you are limited to posting 25 per 24 hour period. But its not like other image sites that have a grand total limit to how many images you can post. plus, tumblr is free and easy to use.
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on August 30, 2014, 10:37:47 am
I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 30, 2014, 04:49:39 pm
I found the pictures, I thought they were on my Photobucket account.  Here they are, along with the info I found on the chips:

King of Fighters R-2
http://imageshack.us/a/img59/928/dscn6506c.jpg
http://imageshack.us/a/img688/4888/dscn6509m.jpg
http://imageshack.us/a/img7/9346/rscn6507.jpg
http://imageshack.us/a/img13/2614/rscn6508.jpg


Samurai Spirits Shodown 2

http://imageshack.us/a/img819/9867/dscn6500.jpg
http://imageshack.us/a/img705/3326/dscn6503i.jpg
http://imageshack.us/a/img577/5575/rscn6501.jpg
http://imageshack.us/a/img203/142/rscn6502.jpg
http://imageshack.us/a/img405/6448/rscn6504.jpg


Naruto

http://imageshack.us/a/img191/8660/dscn6488s.jpg
http://imageshack.us/a/img208/5434/dscn6492a.jpg
http://imageshack.us/a/img546/5522/dscn6513p.jpg
http://imageshack.us/a/img255/5227/rscn6493.jpg
http://imageshack.us/a/img203/1811/rscn6514n.jpg


This is the most information I could find for these games.

Naruto

GLT7256L08-15J3-----------3.3V 32K x 8 Bit CMOS STATIC RAM
0026 BHYFS

MB8464A-10L---------------CMOS 64K-Bit Low Power SRAM
5403 M63

0114 1-1
MT28F016S5VG-9A-----------2 MEG x 8 SMART 5 EVEN-SECTORED FLASH MEMORY



Samurai Spirits 2

CXK5864CM-10LL------------8,192-word x 8-bit High Speed CMOS Static RAM
441H59YY

481F16M-------------------?????
D5122*

Chip with no #------------?????


King of Fighters R2

LC3664BML-10--------------64K SRAM
3CU0

TC55328J-25---------------32,768 WORD X 8 BIT CMOS STATIC RAM
9330HBK

Quote
I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D

Same, I think I'm only at 1%.  But there's apparently a 10GB bandwidth limit each month, then the photos don't show up on the sites they're posted on until the next month rolls around.
My pictures seem to be popular   :)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Satoshi_Matrix on August 30, 2014, 10:12:39 pm
Yikes, surface mount ics on flimsy pcbs...totally gross for working on any sort of repro.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 02, 2014, 06:38:46 am
Plus there's some other trainer sprites that can be used to create even more trainers! (Yay extra content! ;D)
I'm just throwing in an idea for the game but it would be awesome if you made trainers of some of us if that's possible :D (your decision though but it would be cool).
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 02, 2014, 07:45:50 am
No problem :)

Let me know what your character would look like and where you would like them to appear. Also what they might say and a reward you would get for defeating them (if any).
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 04, 2014, 10:25:40 pm
Awesome :) is there a selection of sprites I can choose from? I might make my own just incase.

And for the reward, I keep thinking one of the R/S/E legendaries or a rare Pokemon like Lapras, Aerodactyl, Omanyte/Kabuto, Hitmonlee/Hitmonchan (even though you can catch them at Navel Rock but just take time to find).

For another decision I thought of a Raichu since I did mention it would kinda ruin the game if one were to evolve Pikachu (since he is the mascot of Yellow version).
Title: Re: Pokemon Yellow NES Translation Project
Post by: FastFourierTransform on September 08, 2014, 08:15:47 am
Its probably too much effort and none of your concern, but the game would have more of a pokemon feeling if there was that classic beep sound whenever you hovered or clicked an option. It would also be cool if you made the screen smash or roll around and zoom in at random encounters. This would be an incredibly hard thing to do, but it would be very cool. It would affect the filesize and it would mean a total redesign of the mapper system, but it would be cool and all...


September 08, 2014, 08:21:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Maby you can use empty bytes in the rom???????
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 10, 2014, 02:04:02 pm
Quote
Awesome :) is there a selection of sprites I can choose from? I might make my own just incase.

And for the reward, I keep thinking one of the R/S/E legendaries or a rare Pokemon like Lapras, Aerodactyl, Omanyte/Kabuto, Hitmonlee/Hitmonchan (even though you can catch them at Navel Rock but just take time to find).

For another decision I thought of a Raichu since I did mention it would kinda ruin the game if one were to evolve Pikachu (since he is the mascot of Yellow version).

I can have Raichu as a reward for beating your character.

For the trainer sprite, I found someone who has all of the series trainer sprites you could choose from.
http://kyogremaster.deviantart.com/art/All-Pokemon-Trainer-Sprites-137787432 (http://kyogremaster.deviantart.com/art/All-Pokemon-Trainer-Sprites-137787432)

I can redo the clothing on the characters if you like. Just let me know what you want to change on them. and the colors will be limited to black and your choice of the other 2 colors.




Quote
Its probably too much effort and none of your concern, but the game would have more of a pokemon feeling if there was that classic beep sound whenever you hovered or clicked an option. It would also be cool if you made the screen smash or roll around and zoom in at random encounters. This would be an incredibly hard thing to do, but it would be very cool. It would affect the filesize and it would mean a total redesign of the mapper system, but it would be cool and all...

September 08, 2014, 08:21:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)Maby you can use empty bytes in the rom???????

I've thought about this as well, I think the most I can do though is just have the screen flash a few times before a pokemon battle.  I'm looking for the coding that makes the screen flash when a pokemon is poisoned on the overworld screen to see if that can be used to make the screen flash before pokemon battles and during battles when a pokemon is damaged.  I don't think I can make the beep sounds when selecting a menu option though. I'll check it out to see.
Title: Re: Pokemon Yellow NES Translation Project
Post by: FastFourierTransform on September 14, 2014, 09:10:34 am
I am amazed at what you have achieved  :o The game is actually better than the original! But there is one fatal flaw to the game. And that is mapper 163. The darn thing is unsupported by every flashcart because it requires a lot of expensive sram. But, there is something you can do to resolve this. If you get rid of the inefficient render system, the awfully large Chinese letter sprites from the game and reconfigure the game with a 1024 kilobyte mapper. It could run on the powerpak or the everdrive. It would be so cool if it could run on the actual hardware! Do you think it is achievable?
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on September 14, 2014, 10:53:45 am
I recall the mapper is pretty simple.
But the game is actually 2MB PRG-ROM, so you'd have to cut it by 75% (to 512K), not 50%, to fit the PowerPak (assuming the PowerPak even supports the mapper.)
Title: Re: Pokemon Yellow NES Translation Project
Post by: FastFourierTransform on September 14, 2014, 11:44:19 am
I recall the mapper is pretty simple.
But the game is actually 2MB PRG-ROM, so you'd have to cut it by 75% (to 512K), not 50%, to fit the PowerPak (assuming the PowerPak even supports the mapper.)
Ok, I opened the game with my hex editor and believe it or not, there are soooooooooooooooooooooooooooooooooooo many blank bytes!!!!!! Seriously! check it for yourself I really dont know why they would use a 2 megabyte mapper like 163 for a game so light! But anyway, you could divide the rom to PRG-ROM+CHR-ROM so it could fit in 1 megabyte. It would be f***ing hard to find all the sprites and put them in CHR-ROM and finding the right mapper to do the job but just imagine the idea of playing a way better version of pokemon yellow on your nes. It would be worth the time.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 15, 2014, 06:14:40 am
Because the current patch is translated up to Vermilion, there is one more translating text need doing which was before Vermilion.

The girl in the bike shop with the quote "I want a shiny bright red bicycle", turns out she's also the NPC that'll give you Bulbasaur (for those of you wondering where to find him in the game). However you don't get to obtain Bulbasaur straight away after arriving in Cerulean, unfortunately you'd have to wait till you defeated Lt. Surge (which was never like that in the original Yellow strangely). But I thought that'd be another thing to point out for the next patch.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 15, 2014, 05:06:30 pm
Quote
The girl in the bike shop with the quote "I want a shiny bright red bicycle", turns out she's also the NPC that'll give you Bulbasaur (for those of you wondering where to find him in the game). However you don't get to obtain Bulbasaur straight away after arriving in Cerulean, unfortunately you'd have to wait till you defeated Lt. Surge (which was never like that in the original Yellow strangely). But I thought that'd be another thing to point out for the next patch.

Thanks for letting me know :), I was wondering where the text was for Bulbasaur.  I'll go ahead and translate that part.  I'll also change her text so it'll be more obvious where Bulbasaur can be obtained.


Quote
I am amazed at what you have achieved  :o The game is actually better than the original! But there is one fatal flaw to the game. And that is mapper 163. The darn thing is unsupported by every flashcart because it requires a lot of expensive sram. But, there is something you can do to resolve this. If you get rid of the inefficient render system, the awfully large Chinese letter sprites from the game and reconfigure the game with a 1024 kilobyte mapper. It could run on the powerpak or the everdrive. It would be so cool if it could run on the actual hardware! Do you think it is achievable?

There is a lot of unused space and repetitive graphics that could really compress the game like most of the character sprites and map graphics. The space where the Chinese characters are will have to stay though, that's going to be used to give the attack names a more proper translation.  Converting the mapper's doable, but it goes far beyond what I'm capable of.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 16, 2014, 05:13:34 am
Thanks for letting me know :), I was wondering where the text was for Bulbasaur.  I'll go ahead and translate that part.  I'll also change her text so it'll be more obvious where Bulbasaur can be obtained.
No problem :) Funny enough when I was in Cerulean Cave I managed to come across some wild Ivysaur, no idea why Nanjing put them in there XD But I have a feeling it might have had something to do with not being able to find Bulbasaur's NPC.
Title: Re: Pokemon Yellow NES Translation Project
Post by: FastFourierTransform on September 16, 2014, 12:32:11 pm
There is a lot of unused space and repetitive graphics that could really compress the game like most of the character sprites and map graphics. The space where the Chinese characters are will have to stay though, that's going to be used to give the attack names a more proper translation.  Converting the mapper's doable, but it goes far beyond what I'm capable of.

Thanks for verifying. Do you know someone that is willing to do a mapper conversion for cash?
Title: Re: Pokemon Yellow NES Translation Project
Post by: OneCrudeDude on September 25, 2014, 02:41:29 am
Sorry for the bump, but I have an acquaintance by the name of Dr. Floppy who seems quite adept at converting mappers.  No telling if he could modify a proprietary Chinese mapper.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Dr. Floppy on September 25, 2014, 03:04:44 am
Sorry for the bump, but I have an acquaintance by the name of Dr. Floppy who seems quite adept at converting mappers.  No telling if he could modify a proprietary Chinese mapper.

Probably.

But like KingMike said, if you want this thing to run on a PowerPak, MMC5 is out. Most of the Pingpong Pirate mappers are MMC3 variants, so if the total memory could be parred down to 256/256, this could definitely be a thing.

Question of the Day: If regular pirates say "ARRRR!!!", do Chinese ones say "ELLLL!!!"?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 25, 2014, 02:22:09 pm
Some more progress has been done, the game up to Lavender Town is finished.  Once Celadon City's finished, I'll release a new patch.
Title: Re: Pokemon Yellow NES Translation Project
Post by: FastFourierTransform on September 25, 2014, 02:27:34 pm
Probably.

But like KingMike said, if you want this thing to run on a PowerPak, MMC5 is out. Most of the Pingpong Pirate mappers are MMC3 variants, so if the total memory could be parred down to 256/256, this could definitely be a thing.

Question of the Day: If regular pirates say "ARRRR!!!", do Chinese ones say "ELLLL!!!"?

Glad its possible. Can you do it though? (When the project is finished.)
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on October 04, 2014, 10:10:40 pm
One thing that sometimes bothers me when playing, in the party menu, a few of the Pokémon have some sprites that don't match what they look almost like in their actual appearances and sometimes different colors. I can give a few examples, Nidoqueen being colored orange, Nidoking being colored blue, Koffing looks a bat, Exeggcute looks like a blue ball (although a ball does match him but I think red/pink/purple is more appropriate). Exeggutor looks like a green Rhydon, Mewtwo looks like a blue Dragonite and there's probably a few more then what I can think of. But would be great if there was an editor or something to fix some of the party menu sprites.
Title: Re: Pokemon Yellow NES Translation Project
Post by: MrFaust on October 05, 2014, 10:13:26 am
Honestly I'd like to see the game completely translated before any of this other stuff is addressed.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on October 06, 2014, 02:03:04 am
Honestly I'd like to see the game completely translated before any of this other stuff is addressed.
I guess you do have a point but it might be possible to do a few of the extra features in-between the translation.
Title: Re: Pokemon Yellow NES Translation Project
Post by: m0sh on October 06, 2014, 03:16:09 pm
will you release a translation-only patch as well? I would love to play this game exactly the way it was released but in english. I loved everything. from the. titlescreen to the washed-out colors just the way they are lol BTW huge fan of your work on restoring FF7 and can't wait to see what you do with BioHazard!
Title: Re: Pokemon Yellow NES Translation Project
Post by: CloudGamerX on October 13, 2014, 04:37:31 pm
Probably.

But like KingMike said, if you want this thing to run on a PowerPak, MMC5 is out. Most of the Pingpong Pirate mappers are MMC3 variants, so if the total memory could be parred down to 256/256, this could definitely be a thing.

Question of the Day: If regular pirates say "ARRRR!!!", do Chinese ones say "ELLLL!!!"?

According to the ROM size, it's 2MB. so that means even if you split it, it would be 1MB CHR + 1MB PRG. From my understanding, only MMC5 can really handle this much data, and even then it would have to be modified a bit to even work. MMC3 can handle only 1/4 of that, so that means many things would need to be cut out of the game's code to make it possible to run on MMC3. This goes for Final Fantasy 7 as well, sadly.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on November 09, 2014, 02:37:09 am
So how are we with this project? Almost feels abandoned for some reason.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Space King on November 11, 2014, 08:37:47 pm
But would be great if there was an editor or something to fix some of the party menu sprites.

It could probably be trivially added to the editor I made. If the colors are three sequential bytes, all you need are the addresses. But those would have to be identified by someone who is not me. As I am exceptionally lazy.

The addresses are loaded already from FrontLocations.txt, you can just add them to the end of the file and it should work.. if they're sequential bytes.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on November 12, 2014, 08:38:22 am
Yeah I'd probably wait until a new version of the editor has that feature, seeing as I'm no expert (and kind of lazy at the same time) in what you just mentioned.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on November 16, 2014, 03:11:54 pm
Sorry for the lack of updates, I haven't had much time to work on this game this week.

But I have a new update!  I finished the translation up to Saffron City.

So here's the new patch for the game: https://www.dropbox.com/s/w63yu607gua187v/Pokemon%20Yellow%20English%20Translation%2011-15-2014.ips?dl=0

It goes over the original Chinese version of the game
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on December 11, 2014, 01:15:17 pm
Some more progress!

All of Saffron is finished along with Route 12.  So with them, the translation's 60% finished!

And so far I have about 50 unused dialogue pointers for extra stuff. I'm hoping to have plenty of extra space in the dialogue banks for the extra stuff.
But I'll have to wait until after the PokeDex descriptions are done to do anything extra since I know they'll take up a hefty bit of space.

December 14, 2014, 11:12:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just found out I'm actually a bit farther ahead than I thought.  Route 15, 16, 17, 18 don't exist in the game. 

So I finished Route 13, 14, Fuchsia City, and Sea Route's 19 and 20. 
Which puts me at about 80% finished as far as the translation goes!
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on December 19, 2014, 01:15:43 am
So I finished Route 13, 14, Fuchsia City, and Sea Route's 19 and 20. 
Which puts me at about 80% finished as far as the translation goes!
Not bad, the translation has gone very quick and its been two years since this project started. I was actually gonna point out that Cycling Road doesn't exist in the game and I guess you could say that Route 14 is merged in with Routes 13 and 15.

Don't forget to translate the post game events I brought up earlier back in July XD
Title: Re: Pokemon Yellow NES Translation Project
Post by: m0sh on December 22, 2014, 03:25:44 am
i sent a PM but ya...Jncota's POKEMON PLATINUM FAMICOM PIRATE HAS BEEN DUMPED! Translate & Restore THAT why don't ya?  ;)
Title: Re: Pokemon Yellow NES Translation Project
Post by: mcmustang51 on December 23, 2014, 09:56:56 pm
Some more progress!

All of Saffron is finished along with Route 12.  So with them, the translation's 60% finished!

And so far I have about 50 unused dialogue pointers for extra stuff. I'm hoping to have plenty of extra space in the dialogue banks for the extra stuff.
But I'll have to wait until after the PokeDex descriptions are done to do anything extra since I know they'll take up a hefty bit of space.

December 14, 2014, 11:12:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just found out I'm actually a bit farther ahead than I thought.  Route 15, 16, 17, 18 don't exist in the game. 

So I finished Route 13, 14, Fuchsia City, and Sea Route's 19 and 20. 
Which puts me at about 80% finished as far as the translation goes!


Keep up the good work, I've been following this for a while now.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 15, 2015, 05:32:03 pm
I hit a bit of a bump, I couldn't get the man blocking the way to victory road to move after getting the 8th badge.

But I figured it out, so got a bit more done! The only thing left to translate is Indigo Plateau and the post game stuff, which puts the translation at 94.4% done!
Title: Re: Pokemon Yellow NES Translation Project
Post by: 90s Retro Gamer on January 15, 2015, 06:18:44 pm
Cool project. I remember first playing Pokemon Red on my big red Gameboy. Then when Pokemon Yellow came out in '99(?), it was like a treasure hunt to find a copy of it still on store shelves. I ended up getting that and a teal GBC!

Perhaps this tool can help. Select "Chinese" to "English"
https://translate.google.com/
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on January 17, 2015, 01:38:23 am
I found Lugia in the first area after getting Pikachu T_T
Might wanna point that out again but the Level 10 Lugias on Route 1 still appear, not sure if its been fixed for other people but it still happens for me  :huh:. Although they do make perfect for leveling up faster when starting a new game and I don't have to keep grinding levels on Pokemon the same level as mine seeing as its a bit slower.
Title: Re: Pokemon Yellow NES Translation Project
Post by: shadowmanwkp on January 20, 2015, 05:24:03 am
Perhaps this tool can help. Select "Chinese" to "English"
https://translate.google.com/

Don't ever use machine translations. They botch grammar, word meaning and a whole slew of other things simply by clicking on the translate button. This is especially apparent in translations from Japanese and Chinese, because they are not like English at all.

Case in point:
Quote
Hij valt met de deur in huis

Google translation:
Quote
He falls to the door at home

Literal translation is: "He falls along with the door into the house"
Correct translation is: "He's cutting straight to the point"
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on January 22, 2015, 09:48:44 am
I don't like the machine translations either, I have a copy of the game's script I've been using for the translation.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Bahamut ZERO on January 24, 2015, 06:22:26 pm
Wow, I'm happy to see so much prgress on this.  :laugh: Seems I have an awesome Pokemon game for the NES to locate and play through in the near future! Pure awesomeness.


And level 10 Lugias?? I hope that isn't fixed until I catch one. :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on March 07, 2015, 06:14:10 pm
Things are progressing a bit, I've got most of the Poke'Dex translations finished!
Title: Re: Pokemon Yellow NES Translation Project
Post by: CloudGamerX on March 18, 2015, 12:50:20 am
okay, so i am playing the recent translation patch, and for some reason the trainers are not what they're supposed to be. I start with fighting Gary and get the scientist, and then encountering a Bug Catcher in Viridian Forest gave me a swimmer...the hell?
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on March 19, 2015, 07:34:31 am
okay, so i am playing the recent translation patch, and for some reason the trainers are not what they're supposed to be. I start with fighting Gary and get the scientist, and then encountering a Bug Catcher in Viridian Forest gave me a swimmer...the hell?
I agree, a few of the trainers sprites don't match their overworld versions, would be nice to have that fixed.
Title: Re: Pokemon Yellow NES Translation Project
Post by: ceriux on May 13, 2015, 09:19:58 pm
hey i recently tryed to load this rom on my retron 5. all i got was a white screen... i was curious on the retron 5 would i have to load this ips patch using a famicon game in the port or should it be fine using a regular nes cart in the port?

i tried using metal gear in the nes port of the retron 5 when i loaded the ips patch.
Title: .
Post by: Chpexo on May 13, 2015, 10:47:19 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on May 14, 2015, 09:45:52 am
Also this project hasn't been updated in a while so it might be dead.
Well you could say that Lugia's taking a break for now or he's a bit busy but I'm hoping this project will continue sometime soon.
Title: Re: Pokemon Yellow NES Translation Project
Post by: ceriux on May 14, 2015, 01:32:58 pm
the retron has run homebrew roms fine. such as alterego and the flappy bird port. i'm sure its not that. do i have to apply this ips patch to the original or something? because i just grabbed the translation file left here and tried to load that. should i grab the original patch and patch it with this translation?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Rodimus Primal on May 14, 2015, 02:33:41 pm
Maybe this would give me a reason to actually finish a Pokemon game. I played Red and Blue back in the day, got about half way through and got bored. A version of Yellow that you can collect every Pokemon, in English and color, I'm all for!
Title: Re: Pokemon Yellow NES Translation Project
Post by: butcherabsol on June 13, 2015, 05:24:15 am
Hello everyone! Right now i'm student in China and i have found those beauties. I was searching for Lugia's email to contact him but i couldn't. Thought he may want to see some of those:

(http://i59.tinypic.com/2z5ipmc.jpg)
(http://i61.tinypic.com/330bjlw.jpg)
(http://i62.tinypic.com/2dljg46.jpg)
(http://i59.tinypic.com/ezeaeb.jpg)

FF7's
(http://i61.tinypic.com/smq2xe.jpg) front
(http://i62.tinypic.com/25ti1kz.jpg) back

Please Lugia send me an info when you see that post :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on June 16, 2015, 03:34:07 pm
Sorry for the long absense, things have been pretty busy at home with yardwork and painting projects. Plus, since I started making dissidia models, I've been getting a bunch of requests to do model imports and to make original character models.




I've been working on Poke'mon Yellow here and there. It took forever, but I finally finished the Poke'dex translations! So I'm gonna release a new patch tomorrow.

So all that's left is the main story for the game, all other translation work is finished.


Quote
I agree, a few of the trainers sprites don't match their overworld versions, would be nice to have that fixed.

That's another thing that I'm gonna fix.


June 17, 2015, 11:00:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)



Alright the new patch is all set!

https://dl.dropboxusercontent.com/u/23698591/Pokemon%20Yellow%20-%20English%20(6-17-2015).rar

You need to patch over the original untouched version: Lei Dian Huang Bi Ka Qiu Chuan Shuo (NJ046) (Ch) [!].nes


I just need to fix the height and weight for the Poke'mon.  I found where it's located, the only problem is the max height can be 9'9" and the max weight is 999.9 lbs. So it won't be completely accurate.
Title: Re: Pokemon Yellow NES Translation Project
Post by: mickyt888 on July 22, 2015, 11:09:15 am
Just wanted to say thank you for you're amazing work on this and Final Fantasy VII. I am a developer on Retro Achievements and have made a full set on Final Fantasy VII and currently working on Pokemon Yellow from you're translations:) Very appreciative of you're hard work and hope you like the look of these two sets.

http://retroachievements.org/Game/2137
http://retroachievements.org/Game/5777
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on July 23, 2015, 12:32:38 pm
Wow, this is pretty cool, I like the achievement system.  Thank you for this!  :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on July 30, 2015, 07:43:26 am
I'm so impressed on how this translation project is going great :) I still haven't made my full request about having my own character in the game :laugh:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 19, 2015, 07:38:46 pm
Good news! I finally finished the translation for the main story!  ;D
(http://cdn.pokestache.com/2013/7/2/1a9ef7102717670e076a3bee3bd2d750.gif)






I also translated the post-game content.
Thanks SBolton123 for showing where and how I can access these parts of the game.  :thumbsup:


I still need to fix the translations for the attack names, but the game is playable from start to finish.

There's still some untranslated portions that I haven't found in the game yet.  If anyone finds them, just let me know where they are so I can go ahead and fix them.

Here's the newest patch for the game: https://dl.dropboxusercontent.com/u/23698591/Pokemon%20Yellow%20English%20Translated%20(08-19-2015).rar

After I finish the attack names, I'll submit the patch here.  Then I can start on the improvement project which'll clean up the overworld graphics and add the extra events and trainers to the game.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Technomancer on August 22, 2015, 12:37:56 pm
Good news! I finally finished the translation for the main story!  ;D
(http://cdn.pokestache.com/2013/7/2/1a9ef7102717670e076a3bee3bd2d750.gif)




Great work! :beer:
Title: .
Post by: Chpexo on August 22, 2015, 01:43:43 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: lyjal on August 23, 2015, 07:58:00 pm
Amazing!

I can't wait to see all the improvements!
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on August 25, 2015, 07:42:25 am
YAY! The translation's done! :) Its all good Lugia, was happy to do my contributing to this project. :thumbsup:

Thanks SBolton123 for showing where and how I can access these parts of the game.  :thumbsup:
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 25, 2015, 01:54:39 pm
Thanks guys!  ;D  I started fixing the attack names, it shouldn't be too long before I have them fixed.

Quote
Are you aware there are Nanjing Pokemon R/S/E for the NES? The first one is called Pokemon Silver (Kou Dai Bao Shi) while the second is called Pokemon Diamond II (I couldn't find the first part though). For the first one you can freeze the RAM address $77 to 0D during battle for a instant kill faint.

Yeah, I saw the Ruby Sapphire ports, they look pretty good, not as high quality as yellow, but still pretty good.  I found Diamond II, I found the other 2 parts as well along with Leaf Green parts 1, 2, and 3.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Technomancer on August 27, 2015, 11:20:31 am
Sorry if this was answered somewhere in the previous 12 pages but,
Do you plan on making this a 1:1 remake? meaning exactly as yellow was (besides graphics).

So far I see that pikachu doesn't follow behind you and computers don't seem to work.
Think I'd rather just play the original if it's just going to be a hacked together game that is almost the same but not quite.

The graphics are so good looking though. Rich and beautiful.
Title: .
Post by: Chpexo on August 27, 2015, 05:31:18 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: earthboundfan15 on August 29, 2015, 10:12:54 am
Gotta agree for a possible bug fix patch. While the games translation is great, the bugs the game originally contain do sorta ruin the feel for the game. As the effects don't always work and/or you can be permanently trapped in some areas (stuck at blaines gym).
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on August 29, 2015, 11:53:33 am
I have one problem with this.

The protagonist's name in the POKéMON games is not Ash. Ash does not exist in the POKéMON games (outside of that US-only Puzzle N64 one)

The protagonist's name is Red.

http://bulbapedia.bulbagarden.net/wiki/Red_%28game%29

Is there any way that the protagonist's name can be corrected? Even as an optional patch?

Similarly, the rival's name is Blue.

http://bulbapedia.bulbagarden.net/wiki/Blue_%28game%29

Can this be fixed?
Title: .
Post by: Chpexo on August 29, 2015, 05:23:59 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on August 29, 2015, 08:14:53 pm
Nope. Two of the three options the player is given in Pokemon Yellow is "YELLOW" and "ASH". The game is loosely based off the anime so this understandable

It was shown that the protagonist is still named Red, as Generation II uses Yellow version's sprites for Red when you battle him at the end of the game. Similarly, when you battle Blue (he is a Gym leader in Generation II) he uses his sprite from Yellow Version.

Yellow Version is considered the canonical story according to Generation II, not the one from Red & Blue. Hence why when Red is battled in Generation II, he has a team which he could only have had through Yellow Version. This is consistent with how all future POKéMON games after Generation I & Generation II have considered the third game in the set within a Generation to be the canonical game.

Later games in the series, as well as the manga based upon the games that came out before the anime (and never stopped running; it is still running today) that was said by Satoshi Tajiri to be "the best portrayal of what he was trying to show" through the video games, call the protagonist of Generation I "Red" and the rival "Blue".

That clears up any confusion that may have been caused otherwise.

The characters in question have already been referenced plenty of times in later games, and their names are Red and Blue. Hence why the Bulbapedia article on the characters calls them, indeed, "Red" and "Blue".
Title: .
Post by: Chpexo on August 29, 2015, 10:32:57 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on August 30, 2015, 12:25:29 am
@Chpexo

Fear not.

The colour names are a special case for Red and Blue, and also for the rival in the second set of games.

Whilst it is true that the manga has continued the trend of the colour names, the games have largely stopped doing so. In fact the first town in Generation III is "Littleroot Town" which the signboard says "cannot be shaded in any hue":

The Johto protagonists are Ethan and Kris/Lyra (depending upon whether you are playing Generation II, or their remakes within Generation IV) However, the rival is named "Silver", and
Spoiler:
is the son of Giovanni (confirmed in Generation IV in the special Celebi event cutscene after many years of fans suspecting as much, FireRed and LeafGreen hinting at it, and the manga having that being a part of its plot long beforehand)

The Hoenn protagonists are Brendan and May, and the rival is Wally (and also May or Brendan depending upon who the player chooses)

The Sinnoh protagonists are Lucas and Dawn, and the rival is Barry.

The Unova protagonists of POKéMON Black & White are Hilbert and Hilda, and the two rivals are Cheren (which means "black" in a Slavic language, but since it isn't in English... eh) and Bianca (which, yes, has the Italian for "white" in it. But again, it's not in English).

The Unova protagonists of POKéMON Black 2 & White 2 are Nate and Rosa, and the rival is Hugh (which is used here as a pun of "Hue").

The Kalos protagonists are Calem and Serena, and the rival is either Serena or Calem depending upon who the player chooses, along with some other characters who I don't really remember.

---

By the way, I guess the fact I care about what Red is called here or not had ought not to be surprising, as my avatar is of Red himself!

Also, if it makes you feel any better, "Red" and (much more commonly) "Blue" are used as pseudo-given names sometimes. My younger sister once had a teacher who was called "Blue", for instance, and I have heard "Red" used for similar purposes before.
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on August 30, 2015, 01:13:58 am
I thought the protagonist of Gold/Silver was "Gold" and in Crystal their names were Chris/Kris (because it's Crystal version).
Title: Re: Pokemon Yellow NES Translation Project
Post by: HaxorKyo on August 30, 2015, 03:50:53 am
I thought the protagonist of Gold/Silver was "Gold" and in Crystal their names were Chris/Kris (because it's Crystal version).

Why did I not piece this together as a kid? My mind is blown.

Also, I was under the impression that the protagonist in Pokemon Gold/Silver/Crystal was named Ethan.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on August 30, 2015, 11:30:34 am
Also, I was under the impression that the protagonist in Pokemon Gold/Silver/Crystal was named Ethan.

He is.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on August 30, 2015, 02:10:00 pm
On Blue, your protagonist's name is Blue, or Gary if you choose. Ash or Red isn't even an option. Which is nothing like the series or the later game.

(http://i753.photobucket.com/albums/xx179/JCC2000/Pokemon%20Blue%20Name%20Select.png~original)



So you could look at it this way. Since this game's kinda like a cross between Red, Blue, and Yellow, you could just look at the name's you can choose from for those games:

(http://cdn.bulbagarden.net/upload/6/64/Pok%C3%A9mon_Yellow_name_entry.png)(http://img2.wikia.nocookie.net/__cb20120422122314/pokemon/images/e/e9/Name_Selection_%28Pok%C3%A9mon_Red%29.png)
(http://i753.photobucket.com/albums/xx179/JCC2000/Pokemon%20Blue%20Name%20Select.png~original)

So since Ash and Jack is an available option more times than any other, it would make sense to choose one of them.  And since this game has Jesse and James from Team Rocket, which are characters from the show. You could say this game is more like the TV show, so between Jack and Ash, it would make more sense to choose Ash.


Quote
Sorry if this was answered somewhere in the previous 12 pages but,
Do you plan on making this a 1:1 remake? meaning exactly as yellow was (besides graphics).

So far I see that pikachu doesn't follow behind you and computers don't seem to work.
Think I'd rather just play the original if it's just going to be a hacked together game that is almost the same but not quite.

The graphics are so good looking though. Rich and beautiful.

Having Pikachu follow your character probably is possible, but that's not something I could do. I don't have that kind of programming knowledge.


Quote
Is there just going to be two patches? I was hoping there would be two patches, one with just the translation and another with the translation plus some bug and consistencies fixes.

I could have one with just the translation, but there's a few things that would have to remained changed, such as some of the graphics on the menus since I had to re-arrange things in the PPU to make room for the longer Pokemon names.


Quote
Gotta agree for a possible bug fix patch. While the games translation is great, the bugs the game originally contain do sorta ruin the feel for the game. As the effects don't always work and/or you can be permanently trapped in some areas (stuck at blaines gym).

I never ran into that problem for Blaine's gym, how did you get stuck?
There's some things I'm going to check out. I noticed some effects that don't work, such as when a Pokemon flinches or they're frozen. I'm gonna see what I can do about them, can't make any promises though.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on August 30, 2015, 02:41:14 pm
@Lugia2009

The thing is, later games in the series have chosen what is canonically true in terms of the names of those protagonists, and what they have decided is that the protagonist in Generation I is Red and the rival in Generation I is Blue.
Title: Re: Pokemon Yellow NES Translation Project
Post by: earthboundfan15 on August 30, 2015, 06:37:18 pm
You might want to check out what is going on with the Effect sleep. For the most part it works,however  even if you're faster than the other pokemon and put them to sleep. They'll still attack you on the same turn. As for being stuck in Blaine Gym, I was uncertain what cause the bug but when I beat the last two scientist in the gym, I attempt to go back to buy some super potions. On my way out I'm surprised when the first door is closed. No matter what I do that door will not reopen
(http://puu.sh/jUlGE/fc6c4760c1.png)
Leaving me trapped until I intentionally lost to Blaine to be taken back to the Poke Center, with my game saved state I attempted to find what caused the door closed until I found it was this computer that locked it. It only closes it, but doesn't reopen it.
 (http://puu.sh/jUmoA/6b26ff7474.png)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Jeville on August 30, 2015, 07:58:20 pm
Keep an escape rope handy.
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 11, 2015, 02:55:55 am
Keep an escape rope handy.
Escape ropes don't actually exist in this remake, but using Fly is a similar thing to escaping (hence you can fly inside from buildings and caves). Otherwise if you never obtained Fly back in Celadon, then you're doomed.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 20, 2015, 04:00:02 pm
Quote
You might want to check out what is going on with the Effect sleep. For the most part it works,however  even if you're faster than the other pokemon and put them to sleep. They'll still attack you on the same turn. As for being stuck in Blaine Gym, I was uncertain what cause the bug but when I beat the last two scientist in the gym, I attempt to go back to buy some super potions. On my way out I'm surprised when the first door is closed. No matter what I do that door will not reopen

Leaving me trapped until I intentionally lost to Blaine to be taken back to the Poke Center, with my game saved state I attempted to find what caused the door closed until I found it was this computer that locked it. It only closes it, but doesn't reopen it.
 

OK, I think I can fix that, it shouldn't be too hard.





I have some more progress on the move names. The move names that are too long for the dialogue boxes have been shortened using the Chinese text section. Now it's just a matter of redoing the move names and pointers for them. I'm off work tomorrow, so I should be able to finish that tomorrow.

September 21, 2015, 10:15:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
All done working on the move names!

September 23, 2015, 07:34:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@earthboundfan15

I found the solution for Blaine's gym.  It turns out you weren't trapped, the computer in the upper left opens the doors those two computers close. 

(http://i753.photobucket.com/albums/xx179/JCC2000/NJ046%20-%20English%20Pokemon%20-%20Yellow%20C%2012-05-2013-1.png~original)


I went ahead and removed them, that'll give me 3 event pointers I can use later.
Title: Re: Pokemon Yellow NES Translation Project
Post by: earthboundfan15 on September 23, 2015, 10:57:16 pm
@Lugia2009
Oh it does? Heh my bad, I was not aware that the computer over their opened it. I feel foolish for making that mistake  :laugh:
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on September 26, 2015, 12:44:50 am
Hey Lugia, have you implemented getting Kyogre, Groudon, Rayquaza in the game? (and Raichu without having to evolve Pikachu)

And another cool idea (up to you) but I was thinking for some of the gym leaders, they should have the Pokemon they used in the anime  (much like how you edited Brock's team and gave him Vulpix and Zubat). Examples of leaders having Pokemon on their teams like in the anime could include Blaine's Magmar, Koga's Golbat etc. :D
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on September 26, 2015, 12:05:33 pm
What patch should I use if I don't want the extra stuff?
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 26, 2015, 02:03:19 pm
Quote
Hey Lugia, have you implemented getting Kyogre, Groudon, Rayquaza in the game? (and Raichu without having to evolve Pikachu)

And another cool idea (up to you) but I was thinking for some of the gym leaders, they should have the Pokemon they used in the anime  (much like how you edited Brock's team and gave him Vulpix and Zubat). Examples of leaders having Pokemon on their teams like in the anime could include Blaine's Magmar, Koga's Golbat etc. :D

I haven't put Raichu or wild Pikachu into the game yet. I like the idea of changing the gym leader's teams, I could definitely do that.

The project's not quite done yet, I still want to do an improvement project for this game to fix graphics, alter the wild pokemon found, and change around the pokemon teams of trainers. I also want to add more events and trainers to the game as well.


Quote
What patch should I use if I don't want the extra stuff?

You just want a translation of the game, right? No changes to the graphics or music? That should be a simple copy and paste, I could do that.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on September 26, 2015, 02:37:11 pm
You just want a translation of the game, right? No changes to the graphics or music? That should be a simple copy and paste, I could do that.

I only took issue with a few changes that you made, like the new moves and stuff but otherwise it looks fantastic.

But actually, what you just suggested that would be quite helpful. I'm sure having a "vanilla" patch would be useful, especially because a lot of the other translation patches around here have vanilla forms as well as modified forms (note, for instance, the Final Fantasy VII translation).

So actually, that's a good idea. Having a "vanilla" patch would be helpful.
Title: Re: Pokemon Yellow NES Translation Project
Post by: m0shman on September 26, 2015, 04:46:42 pm
I definitely would love a vanilla translation patch. Lugia are you still planning on translating & enhancing Biohazard/Resident Evil for Famicom after this project? That game could be epic after getting your ff7nes-restoration style treatment! lol
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on September 27, 2015, 08:35:36 pm
Ok, I can release a vanilla patch.


@m0shman

Yeah, I'm still hoping to do a translation for Resident Evil. I took a look and was fooling around a little with the dialogue. It looks like it'll be a bit more difficult than Pokemon Yellow and FFVII. But I'm hoping to get it done.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Terrivel on October 01, 2015, 04:39:47 pm
I just finished the game, so I will say A LOT OF spoilers (as far as gameboy color game can be spoiled... still):

Quote
The translation is perfect. The ONLY place I found without a translation was the battle against the rival, just when you enter the path to victory road after getting the last badge.

The game is a great experience. I finished the elite four twice and faced all the post content I could find. But the last challenge, Eugene, ask to capture all the pokemon in Kanto... and that is impossible.

- I haven't found Bulbasaur in its usual spot in the original Yellow. I did, however, found Ivysaur in a post game cave. Odd, but I will forever miss an Pokedex entry if there is no other way.
- There is only one Eevee, and no casino coin shop.
- I found only a few legendaries: Articuno and Zapdos were splicit on their maps, but Moltress appeared randomly in a certain dungeon. So did Raikou. Mewtwo was on the place I pretty much expected him to be, but no sign of Mew, Entei or Suicune.
- Also, only Eugene had the last tree legendaries. Never found then elsewhere.
- The game seems to have all common and uncommon pokemons spread around the map. I will try my hand at hunting then all, but...

Because of that, I would love to know how to manipulate the adresses in the cheat/ROM viewer to get the pokemons I need (pretty much two more Eevees, to be honest). I presume it is far easier, since the game have no traces of EV or UV, no stat raising items. It might be defined on three numbers (level, exp and pokemon id), but I lack the knowledge to figure those out. Anyway, those are the things I can bring on the top of my head. Don't know if any of this can be solved via hacking, but are the very few things that keeps this rom to be a perfect experience.

Good job and thank you for your work!


02/10/2015 EDIT: I didn't wanted to double post, but things keep evolving as I play:

- Sorry, I actually DIDN'T found Raikou. I had Entei and just a few hours found Suicune - you need surf to find him.
- Found Bulbasaur. It's at the bike shop. Gen 1 starters are good to go!
- I don't see how to get the other fossil pokemon so far. I picked one, and can never get the other. I went back to the guy, but he stays silent for the rest of the game.
- Hey, route 9 have wild Nidoqueens. A moon stone evolved pokemon. If you need a spot to place a pokemon that does not spawn for some reason, you may replace her...
- Some pokemon are REALLY hard to find and takes a long time trying, but the safari zone rare pokemons, for example, are all there, but even more rare than normal.

I will try to get as close to the full pokedex as possible.
Title: Re: Pokemon Yellow NES Translation Project
Post by: lupus on October 03, 2015, 01:37:53 am

@m0shman

Yeah, I'm still hoping to do a translation for Resident Evil. I took a look and was fooling around a little with the dialogue. It looks like it'll be a bit more difficult than Pokemon Yellow and FFVII. But I'm hoping to get it done.
It will be cool!
Title: Re: Pokemon Yellow NES Translation Project
Post by: m0shman on October 04, 2015, 12:16:24 am
Hey lugia are you into Phantasy Star at all? A translation of that port is loooooong overdue lol
Title: Re: Pokemon Yellow NES Translation Project
Post by: gadesx on October 07, 2015, 10:34:44 am
I'm making "Resident evil demake" based in that Biohazard of nes but with action battle system, not the REgaiden system. (for PC)
BTW if you need graphics I made a lot
(http://2.bp.blogspot.com/-apgA9LkjYcI/Vdx9wvMmpxI/AAAAAAAACmI/G58jLvV-mJA/s1600/red_biblioteca.PNG)
Title: .
Post by: Chpexo on October 07, 2015, 08:34:37 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Terrivel on October 10, 2015, 12:48:59 am
Lugia, I really have to commend your work. I am looking at the code of this, and it is a NIGHTMARE!

I tried to edit the main character sprites and the Pokemon Center sign, just for fun. It so happens that I have to edit the sign for every single town. No big deal, kinda makes sense. What does NOT make sense is that the main character have a different sprite sheet for every single town as well. I managed to edit the sprite, but only for a single town.

Seriously, you worked a lot more than you let us know... Great job!

EDIT: REALLY seriously; the main char sprite appears 97 TIMES! It's a sprite for every single screen in the game (and I may have missed the count somewhere). Talk about waste of ROM...
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on October 20, 2015, 04:09:57 pm
Hey lugia are you into Phantasy Star at all? A translation of that port is loooooong overdue lol

There's a Famicom Phantasy Star? I didn't know that. I'll have to look into it.


I'm making "Resident evil demake" based in that Biohazard of nes but with action battle system, not the REgaiden system. (for PC)
BTW if you need graphics I made a lot
(http://2.bp.blogspot.com/-apgA9LkjYcI/Vdx9wvMmpxI/AAAAAAAACmI/G58jLvV-mJA/s1600/red_biblioteca.PNG)

I saw this over at the-horror.com, it looks pretty interesting. Improving the graphics on the Famicom port would be a great project for the game. The music could also use a redo as well.



It should be noted that there is a Resident Evil game for the Game Boy Color (two if you count the unreleased prototype that uses the PSX pre-renders). The released one has some pretty good looking graphics which the bootleg steals and butchers.

I had that, Resident Evil Gaiden was an interesting game.



Lugia, I really have to commend your work. I am looking at the code of this, and it is a NIGHTMARE!

I tried to edit the main character sprites and the Pokemon Center sign, just for fun. It so happens that I have to edit the sign for every single town. No big deal, kinda makes sense. What does NOT make sense is that the main character have a different sprite sheet for every single town as well. I managed to edit the sprite, but only for a single town.

Seriously, you worked a lot more than you let us know... Great job!

EDIT: REALLY seriously; the main char sprite appears 97 TIMES! It's a sprite for every single screen in the game (and I may have missed the count somewhere). Talk about waste of ROM...

Thanks Terrivel :)

Haha, yeah, it's little wonder the game ended up being 2mb in size. How they set up the graphics for the game makes no sense.
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on October 20, 2015, 06:47:58 pm
There's a Famicom Phantasy Star? I didn't know that. I'll have to look into it.
If the poster was referring to Phantasy Star IV, that bootleg is VERY old, like the ROM has been around since the early 2000s. It's supposedly also only a small portion of the game.
(not unless it was several parts, like I hear Pokemon RSE was. But that is not known to have been the case with PS4.)
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lugia2009 on October 21, 2015, 09:31:15 pm
@Terrivel


Quote
The translation is perfect. The ONLY place I found without a translation was the battle against the rival, just when you enter the path to victory road after getting the last badge.

Huh, I thought I translated that part, unless there's 2 versions. Is it in the area before you get to the guard that asks for the badges?



Quote
Because of that, I would love to know how to manipulate the adresses in the cheat/ROM viewer to get the pokemons I need (pretty much two more Eevees, to be honest). I presume it is far easier, since the game have no traces of EV or UV, no stat raising items. It might be defined on three numbers (level, exp and pokemon id), but I lack the knowledge to figure those out.

That's easy enough to do, you can go into the game's ROM and look for the address 0x074FB9 and you'll see this line:

00 08 10 02 10 03 10 04 10 05 9B 0A 13 02 13 03 13 04

This is what controls which pokemon you encounter just past Pallet Town.
The 00 08 tells the game there's 8 types of Pokemon you can find here.
The rest are the Pokemon number followed by their level.  10 02 is for Pidgey Lv.2

You can just change the first number for any pokemon you want. Also, if you want missing No. change the first number to 00.  It won't show up in the Pokedex, but it'll count as a seen Pokemon. A finished Pokedex would read 159 caught, 160 seen.

As for the missing legendaries, there might be more post game content that hasn't been found yet.  There was a bit of untranslated parts that I couldn't find in the game.





If the poster was referring to Phantasy Star IV, that bootleg is VERY old, like the ROM has been around since the early 2000s. It's supposedly also only a small portion of the game.
(not unless it was several parts, like I hear Pokemon RSE was. But that is not known to have been the case with PS4.)

I found it, it looks like there's 4 versions of it. 3 of them are supposed to be beta versions, but I found what's supposed to be the final version.




I forgot to post this when I found it, someone already made a Repro of Pokemon Yellow.  I found this shortly after I released the patch. From what I saw, this is the second time the person listed the game. It actually sold for the $140.

(http://i753.photobucket.com/albums/xx179/JCC2000/Screenshot_2015-10-21-07-57-31.png~original)(http://i753.photobucket.com/albums/xx179/JCC2000/Screenshot_2015-10-21-07-57-28.png~original)(http://i753.photobucket.com/albums/xx179/JCC2000/Screenshot_2015-10-21-07-57-37.png~original)





And I finally got my hands on not only the untouched Chinese Final Fantasy VII, but also my hacked version!  ;D

(http://i753.photobucket.com/albums/xx179/JCC2000/20151021_084104.jpg)

It was pretty cheap, the Chinese one I found for $30 and the hacked one for $62 on eBay.
Title: .
Post by: Chpexo on October 21, 2015, 11:54:46 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: murve33 on October 26, 2015, 10:25:25 am
You just want a translation of the game, right? No changes to the graphics or music? That should be a simple copy and paste, I could do that.
I came here to ask for this as well. The work you've done is magnificent, but so much so that I feel like I'm just playing Pokemon Yellow for the 2nd time. I miss the horrible percussion-laden music.

Would it be possible to make a zip with several different IPS files? Like one would just patch music (which I know already exists), one would just translate, one would change graphics, and one would add extra content?

Another question, if these patches were created would I be able to use my savestate/in-game-save to load my progress or would I have to start over?

Also, just an fyi, When Abra teleports away from you in the wild there's some garbled text. I've seen a few other translation errors here and there, but they're not consistent enough for me to report them.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on October 26, 2015, 11:07:17 am
Would it be possible to make a zip with several different IPS files? Like one would just patch music (which I know already exists), one would just translate, one would change graphics, and one would add extra content?

That would be awesome.
Title: Re: Pokemon Yellow NES Translation Project
Post by: infinitys_end on November 15, 2015, 03:48:26 pm
People are making a killing off making Pokemon Yellow NES repros.  Just FYI: https://instagram.com/p/-E5FNVhyob/?taken-by=nhanphanhippo
He will be selling these boxed repros with a custom manual for $200-300 a piece.  This guy makes repros all the time, (I actually own one of them, his MM Legacy Collection).  He claims he doesn't make them for profit but I find that statement extremely difficult to believe.
Title: .
Post by: Chpexo on November 15, 2015, 04:56:15 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: rahzar on November 15, 2015, 04:56:45 pm
People are making a killing off making Pokemon Yellow NES repros.  Just FYI: https://instagram.com/p/-E5FNVhyob/?taken-by=nhanphanhippo
He will be selling these boxed repros with a custom manual for $200-300 a piece.  This guy makes repros all the time, (I actually own one of them, his MM Legacy Collection).  He claims he doesn't make them for profit but I find that statement extremely difficult to believe.

Wow that is quite the price! I'm also working on getting a Pokemon Yellow put together but it will be $100 - $150 a piece. (trying to figure out if I want to do a manual or not) Figured I would throw it out there.

EDIT: Hmmm usually don't like my first post to be about selling something sorry about that. Just figured I would speak up since the price difference is going to be a lot different.
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on November 16, 2015, 02:14:33 am
I would not pay $200-300 for a genuine new game, let alone a crappy bootlegged one! (no offense to Lugia, I'm sure your work on the patch is great)
Or $100. Or anywhere near that. Sorry other guy.
Title: Re: Pokemon Yellow NES Translation Project
Post by: CloudGamerX on November 28, 2015, 11:30:41 pm
http://www.aliexpress.com/item/Free-Poke-Mon-Yellow-English-Edition-Game-Card-NES-72-Pins-Game-Cartridge-Replacement-Plastic-Shell/32516794973.html

Am I seeing things or is this guy selling an NES repro of the game for $50 with a crappy label
Title: .
Post by: Chpexo on November 29, 2015, 01:37:44 am
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Title: Re: Pokemon Yellow NES Translation Project
Post by: SunGodPortal on November 29, 2015, 01:43:38 am
Quote
Am I seeing things or is this guy selling an NES repro of the game for $50 with a crappy label

That's funny. The label isn't even the right size. LOL
Title: Re: Pokemon Yellow NES Translation Project
Post by: CloudGamerX on November 29, 2015, 04:03:28 am
That's funny. The label isn't even the right size. LOL

They used the Famicom label in place of an NES label. It's actually pretty common to see that for unlicensed games from china. It's only recently that they started to do full-sized NES labels, but obviously some still do a famicom label on an NES cart

November 29, 2015, 04:11:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
To be honest though, $50 is a decent price despite the lazy labeling. I, of course, won't be buying it because i know Lugia said that he is working on re-doing the game to be much closer to the original Pokemon Yellow. So I will just be patient and wait for that instead before i buy one :P
Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on November 30, 2015, 09:21:33 am
Is that "basic" patch coming along, by the by?
Title: .
Post by: Chpexo on November 30, 2015, 04:25:18 pm
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Title: Re: Pokemon Yellow NES Translation Project
Post by: Tharthan on November 30, 2015, 07:13:21 pm
If you're asking about the patch you referenced earlier that's just a translation, producing one should be pretty easy with a byte comparison if lugia2009 hasn't changed the pointers for the text which I don't think he has. The only "tricky part" is to leave the menu graphics alone that are stored similarly as the overworld map graphics. I could do this if lugia2009 can't but it is a tedious process that I don't have the time for at this moment, in a few weeks I do.

Oh, that would be good.

That reminds of when, several years ago, I was trying to get the Sa-Ga 3 title screen into Final Fantasy Legend III (this was following my Final Fantasy Legend II hack that is hosted here), and I was mostly able to but for some reason I couldn't get a small bit of garbage off of the title screen after I was finished. Eventually, I just gave up because it wasn't worth it and I had other things to do.
Title: Re: Pokemon Yellow NES Translation Project
Post by: nachealex on December 22, 2015, 04:11:40 am
Oh, If only I knew Japanese, I could join in this Pokemon Yellow NES Translation Project.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Sky_Yoshi on December 22, 2015, 04:43:39 am
Oh, If only I knew Japanese, I could join in this Pokemon Yellow NES Translation Project.
It's Chinese.
Not Japanese.
Title: Re: Pokemon Yellow NES Translation Project
Post by: drunkenmaverick on January 08, 2016, 03:53:29 am
I had to admit, Lugia2009 did a good job translating this game, I might have some thoughts and suggestions here for the next update:

Graphical Issues:
As stated on the readme file for this patch, there are some occasions where the text runs over the graphics on the PPU and some untranslatable text. I also notice that the cursor is out of place, for example; on the intro when first meeting Professor Oak, the cursor is centered.

Mapper Conversion:
The strangest thing I wanted to know is, can it be possible to convert the mapper to MMC5, or similar?
This game, as well as Final Fantasy VII that are created by Shenzhen Nanjing use the INES Mapper 163 which is similar to 164, the Chinese use some weird mappers.
Title: Re: Pokemon Yellow NES Translation Project
Post by: jitterbob on January 13, 2016, 09:30:00 pm
Bump. I realize this is a little off topic but I'm really interested in created an NES reproduction of this rom for personal use only. Is there anyone who can point me in the right direction? Please and thanks!

Update: Ok
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on January 13, 2016, 11:19:01 pm
Asking about making repros is not permitted here.
Title: Re: Pokemon Yellow NES Translation Project
Post by: wyndcrosser on February 01, 2016, 04:49:12 pm
I disagree with KingMike slightly here, but I actually picked up the Chinese version and burnt my own chips to make it an English one. So, I spent about $30 bucks including shipping. I wouldn't spend $100-$200 for it, unless Lugia was actually releasing it to cart form. They now have it for about $40-ish, so that's not terrible. I really enjoy the changes and the writing style that Lugia committed to. Obviously, a flash cart won't play this, so it was my only way to play it without using a darn emulator. Again, thanks Lugia for your work and sacrifice.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Lilinda on February 01, 2016, 06:12:41 pm
Did you just disagree with a moderator about a forum rule????
Title: Re: Pokemon Yellow NES Translation Project
Post by: wyndcrosser on February 06, 2016, 09:51:29 pm
Lol, no. About the price being too much.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Camerupt on April 17, 2016, 03:39:40 pm
While playing the game i noticed that when you use Bulk-Up, the game not only says the opponent pokemon was affected instead of you, but also there is a bit of untranslated chinese!

Also the level up moves are really strange compared to the real sets of the Pokemon, are there ever plans to correct those? If possible i can help with that.
Title: Re: Pokemon Yellow NES Translation Project
Post by: Chronosplit on April 17, 2016, 08:45:40 pm
Also the level up moves are really strange compared to the real sets of the Pokemon, are there ever plans to correct those? If possible i can help with that.
This sounds more like a separate project honestly.  To do that correctly you'd have to add in the relevant moves, because they're a bit limited in the NES version IIRC.
Title: Re: Pokemon Yellow NES Translation Project
Post by: isitafox on September 03, 2016, 06:24:52 am
Not sure if this has been abandoned or not so apologies for the bump if this is the case.
I just wondered why so much content has been taken out like the slot machines in Celadon City, the department store, all Pokestores sell the same things, pokemon can't hold items (this may be game specific as I only played Blue and Silver on GB), etc...?

Also there are still a few irregularities in battles, I've noted the following if they are of interest
When the move dig is performed the text says pokemon dig unleashed instead of unleashed dig
If you put someone to sleep or are put to sleep you still perform an attack for that round
There is some odd text block when you encounter an Abra and it teleports out the battle
Title: Re: Pokemon Yellow NES Translation Project
Post by: NoOneee on September 03, 2016, 08:49:33 am
pokemon can't hold items (this may be game specific as I only played Blue and Silver on GB)
The Gen I games (Red, Blue, Green, Yellow) don't have this
Title: Re: Pokemon Yellow NES Translation Project
Post by: KingMike on September 03, 2016, 10:03:10 pm
I just wondered why so much content has been taken out like the slot machines in Celadon City, the department store, all Pokestores sell the same things, pokemon can't hold items (this may be game specific as I only played Blue and Silver on GB), etc...?
This is one of many bootleg RPGs made by a Chinese company that seems to turn them out at an alarming rate, so they are probably very rushed.
I know the more famous FF7 bootleg was similarly in a very half-assed state before a dedicated group of ROM hackers put great effort to make it more faithful to the original (the biggest thing I recall they couldn't fix was the RNG-generated encounter data).
Title: Re: Pokemon Yellow NES Translation Project
Post by: swiftone on October 03, 2016, 12:30:44 pm
I had to admit, Lugia2009 did a good job translating this game, I might have some thoughts and suggestions here for the next update:

Mapper Conversion:
The strangest thing I wanted to know is, can it be possible to convert the mapper to MMC5, or similar?
This game, as well as Final Fantasy VII that are created by Shenzhen Nanjing use the INES Mapper 163 which is similar to 164, the Chinese use some weird mappers.

Did this ever get a mapper conversion? Would love to play this and Final Fantasy VII as well on my Everdrive without having to throw down money for carts. Thanks for the info!
Title: Re: Pokemon Yellow NES Translation Project
Post by: drunkenmaverick on October 10, 2016, 01:51:32 am
Did this ever get a mapper conversion? Would love to play this and Final Fantasy VII as well on my Everdrive without having to throw down money for carts. Thanks for the info!

Not yet, swiftone. However, I really want to see more bootleg NES games to be converted to an reasonable INES mapper -- not just the ones I've mentioned. Thanks for responding!
Title: Re: Pokemon Yellow NES Translation Project
Post by: SBolton123 on November 13, 2016, 11:43:03 pm
Is there any other way of contancting Lugia2009? Its been at least a year since he was active on this site, sure he did an amazing job translating pretty much the whole game, but was wondering if he would ever get around to doing some of the extras a few of us have requested?