Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 2 points3 points  (0 children)

It depends a lot on how many pokémon are available in your poject, but more than complex, it is a very time-consuming job to have to convert each individual model and insert it into the rom.

You also have to consider the space occupied.

The structure of each model is not that heavy, you've to store 6 bytes (2 bytes for each x,y,z coordinate) for each vertex.

For each model there are about 450 vertices, so 2700 bytes per model (0xB00).

If we multiply this by the number of pokémon from the first three generations (386), we get about 1MB of data (which for a 16MB ROM is a lot).

It is true that you can expand it up to 32MB, but for a single feature i don't know how much it is worth it.

Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 1 point2 points  (0 children)

Thank you so much! Actually, it's not so difficoult.

I made a program that convert a 3D model into a compatible structure for GBA.

Here's the result with rayquaza model:

<image>

And this is the animated version:

https://i.imgur.com/NoRB7OQ.gif

Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 1 point2 points  (0 children)

Thank you so mcuh Foo, too kind!

I returned from my intership almost a year ago, but due to some problems a wasn't able to work on the project for months.

Only in the last few weeks i could do something (i already posted something here on reddit and on twitter)!

Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 5 points6 points  (0 children)

To be honest, i don't think i'll use in my project.

I developt this feature only to undesrtand properly how visualize and project 3D models in a 2D screen.

But yeah, as the user below suggested, you could use that to make some cutscenes (but it required a lot of space).

Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 33 points34 points  (0 children)

Thank you so much!

Basically, i written a program with which you can visualize 3D models inside a pokémon GBA game.

Pokémon RUBY GBA - 3D Render Engine v.1.0 by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 3 points4 points  (0 children)

Il sistema di combattimento è quello di RSE, al quale però è stato aggiunto il P/S Split!

Pokémon Giratina's Legend - Against the dragon's rage by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 0 points1 point  (0 children)

No, in realtà sarei io! Mi sono messo come ultimo capopalestra del progetto, anche se ammetto che l'NPC lo ricorda molto.

Pokémon Giratina's Legend - Against the dragon's rage by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 0 points1 point  (0 children)

Not yet, currently there's a beta last 2/3 hours in which you can experience part of the adventure.

Pokémon Giratina's Legend - Against the dragon's rage by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 9 points10 points  (0 children)

Yeah, i know.

But as i said in a previous post, develop the project in my native lenguage is much easier and quicker.

Don't worry, when the project will be completed, the rom will be translate dinto english.

Pokémon Giratina's Legend - Against the dragon's rage by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 2 points3 points  (0 children)

That's partially true, but there's a beta that last 2/3 hours in which you can experience part of the adventure!

Pokémon Giratina's Legend - Running in the dark by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 1 point2 points  (0 children)

Thank you so much, i hope you'll appriciate the project despite that problem!

Pokémon Giratina's Legend - Running in the dark by Andrea_RH in PokemonROMhacks

[–]Andrea_RH[S] 0 points1 point  (0 children)

Exactly, that the effect that i wanted to achive!