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Fotomac Fotomac is offline

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Showing Visitor Messages 1 to 15 of 159
  1. Mateo
    1 Week Ago 5:51 PM
    Will do.
  2. Mateo
    1 Week Ago 5:38 PM
    Not in the near future, but eventually. Before I do that, I'll be doing things like merging pokered-gbc, merging crysaudio, splitting Special into two stats, adding held items, redoing stats to use IVs instead of DVs and all that junk. Abilities are not a priority for me. And none of that is a priority until v2.4 is really stable and released.
  3. Mateo
    1 Week Ago 5:13 PM
    From what I can tell, you'd need to not only add contest stats to Pokemon and moves, you'd basically need to write an entire "contest engine" from scratch, since the way contests are handled is visually similar to battles, but functionally unique from anything in Gen 1 or 2. This isn't something you're going to slap together over night. In other words, you need to have a really, really, really good understanding of how contests work and how z80 assembly works, and at best, you currently have 1 of those. Not trying to be rude, but that feature is way above your skill level right now, and probably above mine honestly.
  4. Mateo
    1 Week Ago 5:04 PM
    Assuming you mean the Contests that RSE had, I have no idea how they work internally at all. I think they would be a cool thing to add at some point, but I have done absolutely zero research into actually doing it.

    If you mean something like the Bug Catching Contest, I haven't done that yet either, but it would be a lot simpler to add. You'd basically just like...

    - Make sure the player only has one Pokemon in their party, by just checking the party count RAM address.
    - Come up with an extra battle menu, that is the same as the normal battle menu, but has the Safari Ball option instead of the Pack option. Haven't looked into the specifics of this yet.
    - The lazy way is to end the contest if the steps run out OR if the Player has 2 Pokemon in their party (meaning they caught one). If you want to make it so they can swap out, that might get trickier. Probably need to come up with a routine that checks to see if they have 3 Pokemon, and asks if they want to swap their New Pokemon for the one they had. If they don't, it just decreases the party count back to 2. If they do want to swap, it would copy the Mon3 data over top of the Mon2 data, then decrease the party count.
    - Make up a routine to judge the contest results. This would probably be the most complex part, depending on how you want scoring to work. I've looked into the way Gen 2 does it and the way Pokemon Gaia does it (though Gaia is a Gen 3 hack, and the code is written in C, its still an example of how the logic works).

    EDIT: For the logic I described to work with swapping out the new one for the previous one, the player would have to be forbidden from rearranging their party during the Bug Catching Contest, so I'll probably want to come up with a better way to do it before I actually implement it. But that's my initial brainstorming/notes on it, anyway.

    Also, did a bit more looking, and it looks like the problem with EXP on Capture was that wWhichPokemon gets used during the GainExperience routine (naturally) but the RemoveItemFromInventory routine expects that value to be the number of the item slot to remove. That's why it was removing a seemingly random item from your pack. So you could do something like this.

    Go here and add this:

    ; Don't lose our place in the bag, and gain EXP
    ld a, [wWhichPokemon]
    push af
    callba GainEXPFromCatch
    pop af
    ld [wWhichPokemon], a

    Then go right above this line and add this label:

    And see if that works. That *should* make sure you don't lose your place in the bag menu, so it removes the proper item at the end of the routine, and then properly give EXP to the Pokemon that fought (and all of them if you have the EXP ALL). I haven't actually tested that yet, but it looks like it should work. Let me know if it works for you or not.
  5. Mateo
    1 Week Ago 4:41 PM
    Again, I haven't done it yet, but theoretically. I need to look a bit more into the way it reads the amount of shakes to play the animation. I know that it come up with a value that determines that stuff, and the code for playing the animation deciphers it. So you'd need to like... change that so that instead of saying "You missed the Pokemon!" (which was the infuriating Gen 1 equivalent to breaking out with zero shakes) it would do the Gen 2 thing instead. It's on my list of things to upgrade, but again, I haven't given it priority yet. Sorry.
  6. Mateo
    1 Week Ago 4:24 PM
    I haven't actually looked into it again yet. The issue I was having before was that it wasn't removing the right item from your pack when you used a ball, but was otherwise working correctly. That means the issue has to be that a value was being overwritten during the EXP-Gain process, causing later parts of the routine to fail. I need to look over it again in more detail, but just haven't gotten around to it yet. Given how buggy it was last time I tried to add it, I wanted to hold off on adding it again so that I don't delay 2.4 even further than I already keep doing for testing of existing features.
  7. Mateo
    1 Week Ago 1:43 PM
    Did you add more attacks? It might come from the fact that attack IDs and animation IDs are a contiguous list. So if you added new attack constants, and didn't tell animation constants at the end of the list to start where the original attack list left off, you'll end up with constant names not matching the actual animation and things will play strangely. Hard to say for sure without being able to look at your code. When you started over, did you put the new version on Github?
  8. BettyNewbie
    1 Week Ago 10:50 PM
    That's fine with me. Go ahead.
  9. Mateo
    1 Week Ago 8:07 PM
    Ah, I didn't even catch the typo when looking at your post. I just glanced at the string and was like "Oh, that's just what it does when you're missing a file" but yeah that would definitely do it too! Glad you got it straightened out.
  10. Mateo
    1 Week Ago 7:48 PM
    It seems pretty clear, you don't have the png for those graphics, but you're trying to "INCLUDE" it anyway. So it has no way to make the .2bpp file, since there is no .png file to convert. So when you copied the code over, make sure you copied the .png file over too.
  11. Mateo
    1 Week Ago 4:56 PM
    I understand. Unless I'm mistaken, she made the Misty one, since the vanilla GSC Misty sprite doesn't match her Gen 1 hairstyle and outfit.
  12. Mateo
    1 Week Ago 2:07 PM
    I'd say ask, especially since you edited her sprite before using it.
  13. Mateo
    1 Week Ago 10:58 AM
    Some were from Gen 2, others are by Betty Newbie. You might want to ask if she is ok with you using them, since she made them.
  14. Mateo
    1 Week Ago 9:51 AM
    Or if you're wanting to know why mine is blue and Danny's changes with the HP bar color, that's because I edited the tiles to use the lighter color (originally yellow) for the exp bar instead of the darker color. Then I edited the HP bar palettes to use blue for their lighter color instead of yellow.
  15. Mateo
    1 Week Ago 9:49 AM
    The EXP bar is part of Danny's Gen II Graphics base. I didn't actually start with that base, but that's where the code came from. There's a commit several pages back where it was added to Red++. I'm on my phone because of work, so it would take me forever to try and look up that specific commit to try and lonk you. But it should be named something like "Add EXP bar and caught icon".

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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:
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