But I first have to check for the player's gender and from there have two call statements so that the right theme is played.
Oh, I see the rival differs upon gender. That's cool. :3
But I first have to check for the player's gender and from there have two call statements so that the right theme is played.
Sorry to go off the topic of this discussion, but I was just wondering something. If there were plans to not include every Pokemon, thereby removing the possibility of catching each one, should the Pokedex still be included in the hack?
When you make scripts do you try and get them perfect and optimize them or do you just not bother due to laziness?
I have some offsets of common 'applymovements' in my XSE notepad that I re-use over and over again (like face left, face right, etc.)
New topic on scripting.
When you make scripts do you try and get them perfect and optimize them or do you just not bother due to laziness?
I'm the first one, yo'll always find me looking for offsets for already compiled things to optimize scripting space.
Don't let graphical limitations get colse to you. Take a look a LightPlatinum by Wesley FG for example. :)*sigh*
Tilesetting makes me sadface. I can handle the event coding for my hack, but I can't tileset to save my life, and none of the tilesets that are in the game are really suitable for what I need. Nor have any fanmade bases been done, because it's a fairly unusual kind of thing to need. I may dump this hack unless I get serious motivation from somewhere.
So, who else keeps getting blocked by their graphical limitations?
Well, for simple things like a singe face left, etc., wouldn't be easier to simply use the spriteface command?
Don't let graphical limitations get colse to you. Take a look a LightPlatinum by Wesley FG for example. :)
But if it's so hard for you, then you should switch to RMXP.
Speaking of GBA limitations, there's nothing about the GBA hardware forcing Pokémon sprites to be 64 by 64, right? So theoretically, it should be possible to edit it to display D/P size sprites... Though I can guess that the ASM involved would be pretty complex :P
.
GBATEK said:Objects (OBJs) are moveable sprites. Up to 128 OBJs (of any size, up to 64x64 dots each) can be displayed per screen, and under best circumstances up to 128 OBJs (of small 8x8 dots size) can be displayed per horizontal display line.
The maximum size of sprites are 64x64
To use larger sprites, we have to work with tilesets and tilemaps, which would not be very feasible, as would occupy much space. (tileset + tilemap + animations)
Me too, it was like I loaded an ugly tilemap :PBut it is possible and we could repoint all the images to one tilemap couldn't we?
I tried to insert a sprite bigger than 64x64 and it worked, but it was a bit scrambled. :P
Me too, it was like I loaded an ugly tilemap :P
You'd only need one tilemap; all the sprites could use the same one... But yeah, it's a lot more practical to use a single sprite, as I'm guessing using a tilemap would mean that animations wouldn't work (the ones that involve distorting the sprite etc), or at best, would have to be recoded.
Who's even thought about making Nintendo-published Wii games on the GBA ROMs,like Super Smash Bros. Brawl?
I think you misunderstand the capability of a GBA compared to a Wii.Who's even thought about making Nintendo-published Wii games on the GBA ROMs,like Super Smash Bros. Brawl?
I think he's trying to say make a hack about them...if so, then yes I have though of making a ssb rpgWho's even thought about making Nintendo-published Wii games on the GBA ROMs,like Super Smash Bros. Brawl?