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Fotomac
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  • M
    Sorry, that came out wrong, I didn't mean to be a jerk there. The reason I brought up crits was because having them not based on speed makes them potentially a factor in that battle (wheras before they basically aren't enough of one to mention) and so I thought that fixing their chance could help in the balancing of that battle, which is what we had originally been talking about in conjunction with the tips for handling the battle. I was just trying to suggest another thing that could have an effect on the outcome was all.

    I hadn't actually noticed that because I generally don't use poison types that much anyway, but I'll look around in battle/core.asm and see if I can help you figure out what's going wrong. Probably some check just needs to be moved or changed or something. Can't say for sure until I look into it though, I know move effects can be a pain in gen 1 sometimes.
    M
    Alright, that's your business then. Sorry I tried to help.
    M
    By the way, this is what I was talking about with fixing critical hits:
    https://github.com/TheFakeMateo/RedPlusPlus/blob/master/engine/battle/core.asm#L4727

    As you can see by comparing that to the original routine, it's pretty much just been rewritten from scratch for the most part, so you could probably just copy/paste that routine instead of the original one (unless yours uses different wram label names for some of those, like maybe wPlayerMovePower instead of W_PLAYERMOVEPOWER or whatever).
    M
    It also occurs to me that since I've fixed Critical Hits in Red++, those stand more of a chance of happening for me as well (for either of you, since they aren't based on speed anymore) so that can have an added effect for or against you. Not sure if you fixed Crits as well or not (I ported the code from Crystal, should be in engine/battle/core.asm if you wanna take a look).

    Also, sometimes I look at it as "Since I have my potion to fall back on, I can spam Growl for a few turns to get him useless, heal myself, then take him out with my now-superior scratch." Really there are any number of ways people could go about it.

    There's also the option of "Give Scratch the same stats as Tackle" which wouldn't be canon but might help even the playing field and help out a few other early-game Pokémon as well. Not my first choice since it isn't canon, but it's an option anyway.
    M
    Sure, just rewrite the routines that handle loading wild Pokemon. As for how to do it, well, I haven't tried. I know you'd need to edit how many bytes it copies to wram to load the data, you'd need to declare more space for the extra entries, and (more complicatedly) you'd need to figure out how to expand the entry that weights each slot to account for the extras. Not sure if that would be difficult or not, since I haven't looked because I haven't had a reason to. So to answer your next question, which is always: "And how, exactly, do I do that?", I don't know yet.
    M
    Honestly, not sure what to tell you on that. I also fixed moves to have their current configuration, which does leave Charmander at a disadvantage compared to the other two, since Tackle is now more powerful than Scratch. In mine, I left it as-is though, since Charmander can learn not only Metal Claw, but also Dragon Rage comparatively early with his updated moveset. I felt like giving him a slight disadvantage in the very first battle was compensated for by the fact that he gets better moves pretty soon.

    Maybe adding a second Potion to the PC would be a decent way to go, I remember that coming up in the Skeetendo thread. I'm not really a fan of giving moves non-canon properties where possible, though. As for adjusting skill sets, that would also be an option, but having them start with Pound would feel off, and I know people would be confused by it. I think that the extra potion is probably the best way to go about it if you're concerned, though I still manage to get by with Charmander as my starter against Blue's Squirtle (although I have lost more in Red++ than I did in original Red).
    M
    Yeah, you've got the same list with the same label in both battle/core.asm and in battle/common_text.asm as well, so one will need to be changed.
    M
    Ok so I finally got around to grabbing the latest code and fixing that error (his face was indeed using 2 different shades of grey than everything else) but now I'm running into some other error, saying that SpecialTrainerIDs is already defined, so I'm guessing you tried to use the same label twice or something. I'll look around.
    M
    I'll take a look when I get the chance.
    M
    I mean, it wasn't really difficult to add anything (including images) before but ok.
    M
    Nice, looks like you've been busy! Also, I saw you updating the extra partial list of trainer class names that Red had for whatever reason. In Red++ I just got rid of that altogether since it served no real purpose anyway except wasting space and time. It isn't really hurting anything to be there I guess, but yeah. I can try to track down the commits to point out where I removed it at some point.
    I don't know why you're telling me this. I haven't expressed any interest in it before, and I continue to do so now.

    If you want to know if you can revive the thread you already have for your game, maybe you should read the rules.
    M
    Cool, went ahead and merged those in.
    M
    Wait which city do you mean? You said Celadon in one place and Cerulean in the other.
    M
    Probably, I'd just need to get used to the new macros.
    M
    In terms of a full feature map editor, honestly, no. I could be remembering wrong, but I want to think I was told the map editor that comes with pokered doesn't run on anything but Linux. You could use this map editor that ShantyTown made though. You could load a vanilla rom, draw your map, export the .blk file and replace the one in your project. But that doesn't help you with moving events around or editing tilesets. I do find it EXTREMELY ironic that now we have the whole rom decompiled and so many things are much easier, but now one of the first things we figured out how to edit back in the day is now a pain in the ass. (Even with glitchmap, I still have to manually move events around, but I can just hover over a tile on the map and it tells me the X and Y values to enter so it isn't toooo bad).
    M
    I use an incomplete private beta of GlitchMap. I don't know if PokeGlitch would want me just giving it out to everyone since it's old and not a release build, but I don't think it would be compatible with yours anyway since they updated pokered to use map object macros between when I forked pokered and when you did.
    M
    I sent you a pull request to fix both of those. And of course I still have the corrected file, why would I get rid of it? :s
    M
    Not sure the best way to necessarily do it in Gen 1, but the way I did it in Gen 2 was:

    - Make sure they have room in their party for the Pokemon (as usual)
    - Give the Pokemon
    - Check how many Pokemon are in their party
    - Go to the known moves data for the last member of their party (which will be the one they just received)
    - Replace a move with the one I want it to know

    Then afterwards I think I made the guy heal your Pokémon just to make sure it didn't end up with like the wrong amount of PP for that move. I'll look around and see what the best way to do it in Gen 1 is at some point, but that's the outline of what you'd essentially need to do.

    The code from Christmas won't help, so I didn't post it, since Gen 2 uses a scripting system and Gen 1 uses ASM for everything, so I would have to make up the ASM to accomplish the same thing I did with the script system in Gen 2, in case you're wondering why I said it that way. In Christmas, this was used by the Dragon Elder to give the player a Dratini that knows Draco Meteor.
    M
    Anyway I just tried compiling the fork I made and it won't work. In addition to the female having too many colours in her titlescreen sprite (she has one stray pixel on her foot giving it 5 colours instead of 4), it is now yelling about "unterminated IF construct" so I'll look into that as well.
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