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Fotomac Fotomac is offline

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Showing Visitor Messages 1 to 15 of 119
  1. Mateo
    2 Weeks Ago 4:49 PM
    When it comes to gendered Pokémon, I was planning to wait until v3.0 for that. I thought about including it in v2.3 and trying to use a table of gender ratios, but I'd rather just wait until v3.0 and include it in the base stats structure like it normally is, and I won't have any free slots in the base stats structure until then, since the existing ones are all used for things now. When the time comes though, I'll just be porting the relevant code from Crystal.

    As for Teleport/Whirlwind, that's on my list of things to fix. I haven't really looked into it yet, though.
  2. Mateo
    2 Weeks Ago 6:37 AM
    False Swipe would probably be fairly simple, but not a traditional effect. It's code would need to be called when applying the damage to the opponent, so that if the enemy's HP is supposed to be 0, it makes it 1 instead.

    As for Snatch, I'm not actually sure how to go about adding that.
  3. Mateo
    3 Weeks Ago 8:55 PM
    That would probably depend on what the effect in question actually was.
  4. Mateo
    3 Weeks Ago 5:55 AM
    None of the changes in the commits I linked have you adding any references to sound effects :s Did you just copy/paste the whole routine instead of just the lines that were added? If that's the case, it sounds like that sound effect has been renamed in your copy of pokered, since mine is older. If that is something else you did on your own, it might just be a typo or whatever you looked at as a reference was outdated compared to your copy.
  5. Mateo
    3 Weeks Ago 1:51 PM
    Couple of things I fixed today that you might or might not be interested in:



    Basically, these make learning moves work the way it does in every generation except Gen 1. If you skip over the level you would have learned a move at (like growing from lv5 straight to lv9) you just miss out on learning the move originally, but now you'll still learn it like you should. It also allows you to set a Pokemon to learn more than one move at the same level, and they will learn all of them properly (such as Butterfree learning all of the powders at the same level).
  6. Mateo
    April 18th, 2016 11:14 AM
    That would be fine, we'd just have it check for those two as well when deciding whether it set SURFING or SURFINGPIKACHU as the movement type or whatever.
  7. Mateo
    April 17th, 2016 4:48 PM
    I'm actually not sure. I'm planning to look into it, though. I'm pretty sure Yellow and Gen 2 do it by having an additional value for Walk/Bike/Surf state, where the new one is SurfPikachu instead of regular Surf. I seem to remember that from lists of RAM addresses from before we had disassemblies, but I'll have to actually look into it. I won't be looking into it until I'm working on 3.0 stuff though, because messing around with the way the player sprite gets loaded inevitably messing up resuming a saved game.
  8. Mateo
  9. Mateo
    April 13th, 2016 5:52 PM
    I don't actually understand how that is a response to what I said. I don't know what all you've actually done to your copy, but presumably you do. I was saying that it seemed like it would be simpler to just re-do what you've done from scratch on the other one than to keep trying to merge that into your existing code, since nothing that I remember you doing should be too hard to copy over, especially since the hard part (figuring it out) has already been done before.

    So as for which files you might want to look at, I don't know, whichever ones you've done stuff to?
  10. Mateo
    April 13th, 2016 7:28 AM
    I'm beginning to wonder if it would be simpler to just redo your changes on top of pokered-gbc instead of trying to merge that on top of your project at this point. Correct me if I'm wrong, but it really don't seem like you've done very much so far that wouldn't be simple to copy over. The code for individual trainer names is pretty simple, the only bad part was typing all those names, which you wouldn't have to do again because you can just copy/paste the trainer data over. Gender selection isn't a big deal either. Custom sprites, also not a big deal. You added those new scripts for the phone calls, but now that the complicated part of figuring them out is done, you'd once again just be copying them over. I may be forgetting some stuff, but just looking at it from another angle it almost seems like that would be simpler in your case.
  11. Mateo
    April 12th, 2016 5:15 PM
    The disassembly doesn't have a tilemap editor that comes with it, so you'll still have to use a hex editor or something to edit the tilemap file in the disassembly. But yes, it would be possible.
  12. Mateo
    April 11th, 2016 7:45 PM
    Of course SetCustomName wasn't in Danny's hack, you got that from me, I added it to Red++ for individual names, which Danny's hacks don't have :p

    But yeah, GoodCopyVideoData is not in pokered-gbc, it seems to only be in pokered-gen-ii which is a totally different hack.
  13. Mateo
    April 11th, 2016 4:03 PM
    Update: Looking at the repo for Pokered-gbc, it does appear that GoodCopyVideoData is not in home.asm, so you could remove it.


    Also, there are a couple of small functions futher up in home.asm that are labeled as unused, but you still might want to double check and make sure nothing actually calls them before removing them.
  14. Mateo
    April 11th, 2016 3:36 PM
    I said it was part of the Gen II Graphics patch. I don't know if it's in the Full Color hack or not (but you're probably right in assuming it is).

    One really small thing you could do is move SetCustomName out of home.asm and put it somewhere in read_trainer_party.asm (or whatever it's called in the current versions, my copy of Pokered is outdated). Assuming you didn't use that with in-game trades like I did, the only place it is actually used would be setting the individual names for trainers, so it wouldn't have to be in bank 0 in your case. You could try that anyway.
  15. Mateo
    April 11th, 2016 2:14 PM
    In terms of home.asm, did you ever remove GoodCopyVideoData like I mentioned before? (Since I seem to remember you just copying it over because it was in Red++ but not actually using it for anything). If you have already, I guess I'd have to look around and see what else I could come up with to tell you, but that was the first thing that came to mind.

    I haven't looked into EXP on Capture in a long time, honestly. After it was initially causing problems, and I reverted the changes I had made, I just stopped worrying about it completely. I will probably look back into it at some point, but it isn't a priority at all, so I haven't even really thought about it much, let alone worked on it haha.

    And yeah, I've already got part of the stuff done for Move Tutors (took the Moves Known at Lv 0 out of the baseStats data and put them in with normal moves, edited the routines that originally copied moves out of there, replaced those with blank m_tutor macros which are just renamed tmlearn macros) and I'm currently looking and thinking about the best way to go about cloning TM functionality. It should be fairly straightforward, just trying to look into the simplest way to get it to show Able/Not Able in the party menu properly, since there are technically a handful of ways I could accomplish the same thing.

About Me

  • About Fotomac
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    I may be more of a Genwunner, but I still host a Gen VI fansite dedicated to Gen VI walkthroughs and game scripts among other things Gen VI:
    Work-in-progress, but feel free to contribute!


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  • Last Activity: 17 Hours Ago 8:55 AM
  • Join Date: August 16th, 2015
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