Cyphgirl b4e8a6d36e Extract the wailmer water and hatch machine tiles
AnimateRotatingBackground cycles three frames over four rows of 2, 4, 3
and 3 tiles - the water turning under the wailmer. Every tail past the
DMA length is zero, so the whole family becomes .space.

The board's BG0 tilemap draws that block at x=21 three times over, once
per brightness zone, on banks 15/14, 3 and 1; bank 3 is the one whose
fronds are gold the way the board shows them.

gHatchMachineDrawSegment is ten targets, each with an idle and a hit
state split into two halves of 2 tiles, all of them copied whole - so
these 38 need no tails at all. Bank 6, the machine's red and green.

Both families had address-suffixed labels; they now say which segment,
frame and state they are.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:20:14 -04:00
2026-02-08 08:54:04 -06:00
2026-07-18 01:12:29 -05:00
2023-06-16 20:18:38 -05:00
2026-07-04 00:10:52 -05:00
2026-07-18 01:12:29 -05:00
2021-07-23 10:49:36 -04:00
2026-03-04 18:14:37 -06:00
2023-06-16 20:18:38 -05:00
2024-09-27 20:55:53 -05:00
2023-06-16 20:18:38 -05:00
2026-01-31 16:05:32 -06:00
2026-07-16 02:14:47 -05:00

Pokémon Pinball: Ruby & Sapphire

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

It builds the following rom:

  • pokepinballrs.gba sha1: 9fec81ce2c5df589e0371a0bf2f92a5fe8db730b

To set up the repository, see INSTALL.md.

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

S
Description
Decompilation of Pokémon Pinball: Ruby & Sapphire
Readme 21 MiB
Languages
C 52.1%
Assembly 42.8%
C++ 2.8%
HTML 1.3%
Python 0.5%
Other 0.5%