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Tools for building and disassembling Pokémon Red and Pokémon Crystal

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pokemontools

2022 Note

This repository was a collection of tools for reverse engineering the Generation 1 and 2 Pokémon games in the early days of disassembling. The scripts here range from repository build tools to programs of varying complexity to extract ROM data. None of the tools here are maintained anymore and were written in python2, and some don't run at all because the port to python3 was done rather lazily. The two main tools of interest, gbz80disasm.py and gfx.py are no longer used and have modern, updated tooling (see mgbdis for a replacement for gbz80disasm.py and the various programs in pokecrystal/tools for a replacement for gfx.py).

As a result, this repository has been archived and is available only for historical purposes. You are on your own if you choose to use any scripts here as a base for tooling. Only a few of the tools here were released under an open source license if that is of concern for you.

Original README below

pokemontools is a python module that provides various reverse engineering components for various Pokémon games. This includes:

  • a utility to disassemble bytes from games into asm
  • map editor
  • python bindings for Pokémon games running in the vba-linux emulator
  • in-game graphics converter (png, lz, 2bpp)
  • preprocessor that dumps out rgbds-compatible asm
  • stuff that parses and dumps data from ROMs

installing

To install this python library in site-packages:

pip install --upgrade pokemontools

And for local development work:

python setup.py develop

And of course local installation:

python setup.py install

testing

Run the tests with:

nosetests-2.7

There might be a great deal of spammy output. Drop some of the spam with:

nosetests-2.7 tests.integration.tests --nocapture --nologcapture

see also

Pokémon Crystal utilities and extras

crystal.py parses the ROM and provides convenient classes to dump human-readable ASM with the global to_asm() method. This ASM can then be compiled back into the original ROM. Currently it parses map headers, "second" map headers, map event headers, map script headers, map triggers, map "callbacks", map blockdata, xy triggers, warps, people-events, texts and scripts.

Simple ASM generation example

Note: throughout these examples it is possible to use reload(crystal) instead of import pokemontools.crystal. Once the module is loaded a first time, it must be reloaded if the file changes and the updates are desired.

import pokemontools.crystal as crystal

# parse the ROM
crystal.run_main()

# create a new dump
asm = crystal.Asm()

# insert the first 10 maps
x = 10
asm.insert_with_dependencies(crystal.all_map_headers[:x])

# dump to extras/output.txt
asm.dump()

After running those lines, cp extras/output.txt main.asm and run git diff main.asm to confirm that changes to main.asm have occurred. To test whether or not the newly inserted ASM compiles into the same ROM, use: make clean && make. This will complain very loudly if something is broken.

Testing

Unit tests cover most of the classes.

python tests.py

Parsing a script at a known address

Here is a demo of how to investigate a particular script, starting with only an address to a known script (0x58043). In this case, the script calls the 2writetext command to show some dialog. This dialog will be shown at the end of the example.

import pokemontools.crystal as crystal

# parse the script at 0x58043 from the map event header at 0x584c3
# from the second map header at 0x958b8
# from the map header at 0x941ae
# for "Ruins of Alph Outside" (map_group=3 map_id=0x16)
script = Script(0x58043)

# show the script
print script.to_asm()

# what labels does it point to in the to_asm output?
# these must be present in the final asm file for rgbasm to compile the file
objdeps = script.get_dependencies()
print str(objdeps)

# the individual commands that make up the script
commands = script.commands
print str(commands)

# the 3rd command is 2writetext and points to a text
thirdcommand = script.commands[2]
print thirdcommand
# <crystal.2writetextCommand instance at 0x8ad4c0c>

# look at the command parameters
params = thirdcommand.params
print params
# {0: <crystal.RawTextPointerLabelParam instance at 0x8ad4b0c>}

# 2writetext always has a single parameter
definition_param_count = len(getattr(crystal, "2writetextCommand").param_types.keys())
current_param_count    = len(params.keys())
assert definition_param_count == current_param_count, "this should never " + \
       "happen: instance of a command has more parameters than the " + \
       "definition of the command allows"

# get the first parameter (the text pointer)
param = params[0]
print param
# <crystal.RawTextPointerLabelParam instance at 0x8ad4b0c>

# RawTextPointerLabelParam instances point to their text
text = param.text
print text
# <crystal.TextScript instance at 0x8ad47ec>

# now investigate this text appearing in this script in "Ruins of Alph Outside"
print text.to_asm()

The final output will be the following text.

db $0, "Hm? That's a #-", $4f
db "DEX, isn't it?", $55
; ...

However, this is not how that TextScript object would appear in the final ASM. To see how it would appear in main.asm once inserted, you would run print crystal.to_asm(text) to get the following.

UnknownText_0x580c7: ; 0x580c7
    db $0, "Hm? That's a #-", $4f
    db "DEX, isn't it?", $55
    db "May I see it?", $51
    db "There are so many", $4f
    db "kinds of #MON.", $51
    db "Hm? What's this?", $51
    db "What is this", $4f
    db "#MON?", $51
    db "It looks like the", $4f
    db "strange writing on", $51
    db "the walls of the", $4f
    db "RUINS.", $51
    db "If those drawings", $4f
    db "are really #-", $55
    db "MON, there should", $55
    db "be many more.", $51
    db "I know! Let me up-", $4f
    db "grade your #-", $55
    db "DEX. Follow me.", $57
; 0x581e5

Figuring out where a script appears based on a known address

Another approach is to parse the entire ROM, then check a script at a particular address. This has the advantage that the script object will have the map_group and map_id variables set.

import pokemontools.crystal as crystal

# parse the ROM
crystal.run_main()

# get the parsed script
script = crystal.script_parse_table[0x58043]

# read its attributes to figure out map group / map id
map_group = script.map_group
map_id = script.map_id

# MapHeader is not given all the info yet
# in the mean time "map_names" contains some metadata
map_dict = crystal.map_names[map_group][map_id]
map_header = map_dict["header_new"]

print map_dict["name"]
# Ruins of Alph Outside

While the above doesn't show this, it turns out that the script at 0x58043 is referenced in the MapEventHeader as a person-event.

print map_header.second_map_header.event_header.to_asm()

This will show a structure roughly like:

person_event $3c, 19, 15, $7, $0, 255, 255, $0, 0, UnknownScript_0x58043, $0703

within this:

MapEventHeader_0x584c3: ; 0x584c3
    ; filler
    db 0, 0

    ; warps
    db 11
    warp_def $11, $2, 1, GROUP_RUINS_OF_ALPH_HO_OH_CHAMBER, MAP_RUINS_OF_ALPH_HO_OH_CHAMBER
    warp_def $7, $e, 1, GROUP_RUINS_OF_ALPH_KABUTO_CHAMBER, MAP_RUINS_OF_ALPH_KABUTO_CHAMBER
    warp_def $1d, $2, 1, GROUP_RUINS_OF_ALPH_OMANYTE_CHAMBER, MAP_RUINS_OF_ALPH_OMANYTE_CHAMBER
    warp_def $21, $10, 1, GROUP_RUINS_OF_ALPH_AERODACTYL_CHAMBER, MAP_RUINS_OF_ALPH_AERODACTYL_CHAMBER
    warp_def $d, $a, 1, GROUP_RUINS_OF_ALPH_INNER_CHAMBER, MAP_RUINS_OF_ALPH_INNER_CHAMBER
    warp_def $b, $11, 1, GROUP_RUINS_OF_ALPH_RESEARCH_CENTER, MAP_RUINS_OF_ALPH_RESEARCH_CENTER
    warp_def $13, $6, 1, GROUP_UNION_CAVE_B1F, MAP_UNION_CAVE_B1F
    warp_def $1b, $6, 2, GROUP_UNION_CAVE_B1F, MAP_UNION_CAVE_B1F
    warp_def $5, $7, 3, GROUP_ROUTE_36_RUINS_OF_ALPH_GATE, MAP_ROUTE_36_RUINS_OF_ALPH_GATE
    warp_def $14, $d, 1, GROUP_ROUTE_32_RUINS_OF_ALPH_GATE, MAP_ROUTE_32_RUINS_OF_ALPH_GATE
    warp_def $15, $d, 2, GROUP_ROUTE_32_RUINS_OF_ALPH_GATE, MAP_ROUTE_32_RUINS_OF_ALPH_GATE

    ; xy triggers
    db 2
    xy_trigger 1, $e, $b, $0, UnknownScript_0x58031, $0, $0
    xy_trigger 1, $f, $a, $0, UnknownScript_0x5803a, $0, $0

    ; signposts
    db 3
    signpost 8, 16, $0, UnknownScript_0x580b1
    signpost 16, 12, $0, UnknownScript_0x580b4
    signpost 12, 18, $0, UnknownScript_0x580b7

    ; people-events
    db 5
    person_event $27, 24, 8, $6, $0, 255, 255, $2, 1, Trainer_0x58089, $ffff
    person_event $3c, 19, 15, $7, $0, 255, 255, $0, 0, UnknownScript_0x58043, $0703
    person_event $3a, 21, 17, $3, $0, 255, 255, $a0, 0, UnknownScript_0x58061, $078e
    person_event $27, 15, 18, $2, $11, 255, 255, $b0, 0, UnknownScript_0x58076, $078f
    person_event $27, 12, 16, $7, $0, 255, 255, $80, 0, UnknownScript_0x5807e, $078f
; 0x58560

Helpful ROM investigation tools

import pokemontools.crystal as crystal

# load the bytes
crystal.load_rom()

# get a sequence of bytes
crystal.rom_interval(0x112116, 10)
# ['0x48', '0x54', '0x54', '0x50', '0x2f', '0x31', '0x2e', '0x30', '0xd', '0xa']
crystal.rom_interval(0x112116, 10, strings=False)
# [72, 84, 84, 80, 47, 49, 46, 48, 13, 10]

# get bytes until a certain byte
crystal.rom_until(0x112116, 0x50, strings=False)
# ['0x48', '0x54', '0x54']
# [72, 84, 84]

# or just look at the encoded characters directly
crystal.rom[0x112116:0x112116+10]
# 'HTTP/1.0\r\n'

# look at a text at 0x197186
text = crystal.parse_text_at2(0x197186, 601, debug=False)
print text

That last text at 0x197186 will look like:

"""
OAK: Aha! So
you're !
I'm OAK! A #MON
researcher.
I was just visit-
ing my old friend
MR.#MON.
I heard you were
running an errand
for PROF.ELM, so I
waited here.
Oh! What's this?
A rare #MON!
...
"""

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Tools for building and disassembling Pokémon Red and Pokémon Crystal

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