Disassembly of Pokémon Crystal
Go to file
yenatch 1da2a7a5c4 Outdoor sprites and sprite constants 2013-07-12 14:50:37 -04:00
audio fix sfx pointer comments 2013-05-02 19:59:03 -04:00
battle
constants Outdoor sprites and sprite constants 2013-07-12 14:50:37 -04:00
engine more scripting cleanup 2013-07-10 19:17:04 -04:00
extras crystal: add more movements 2013-07-10 19:17:03 -04:00
gfx
items start using relevant constants in wram.asm 2013-07-10 19:17:03 -04:00
maps
stats
text LostBattle and HalveMoney 2013-06-17 18:19:45 -04:00
tilesets Parse and dump tilesets 2013-03-18 00:40:27 -04:00
trainers Saner file distribution 2013-02-05 03:56:27 -05:00
.gitattributes hexdump for binary diffs 2013-06-13 14:24:45 -04:00
.gitignore
INSTALL.md
Makefile make: check wram/constants 2013-07-10 19:17:02 -04:00
README.md
compare.sh
constants.asm rst $28 -> JumpTable 2013-07-10 19:17:04 -04:00
gbhw.asm split out constants 2013-06-10 21:57:58 -04:00
hram.asm
main.asm
pokecrystal.asm
preprocessor.py chars: ▷ 2013-07-10 19:17:02 -04:00
prequeue.py
requirements.txt requirements filename didn't match install instructions 2013-02-24 18:53:36 -05:00
wram.asm

README.md

Pokémon Crystal

This is a hand-crafted disassembly of Pokémon Crystal.

The source code in this project successfully converts back into a ROM image. All source code is meticulously commented.

Base ROM

The following rom is required for compiling:

Pokemon - Crystal Version (UE) (V1.0) [C][!].gbc
md5: 9f2922b235a5eeb78d65594e82ef5dde

Eventually this will not be necessary.

What can I do?

  • Are we missing something? Make a pull request! Contributions are welcome.

  • Take a look at some of the disasm tools in extras/. Most of the scripts are generalized enough to take apart other Game Boy games.

  • Tackle some issues!

See also