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Fotomac
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  • M
    After some messing around, I got it setup as a fork of your project. I had to turn Red++ into a standalone project (like it should be anyway). So now I can just recopy my changes over and try sending a request.

    And umm I'm not sure what you mean. Like, make them know a particular move in the wild based on the area you encounter it? Or are you talking about like "Have someone give you a Pokemon that knows a special move it can't normally learn, like a surfing pikachu"
    M
    No because I'm currently not that worried about it.
    M
    It's weird because people fork mine, but github isn't wanting to let me fork yours.
    M
    Also, apparently github won't let me fork your project, because your project is itself a fork. So when I try to fork it, it just takes me to Red++ because Red++ is my own fork of Pokered. I knew there was a reason I didn't just fork it to begin with.
    M
    I technically cloned it, and I know that I can pull changes from yours in even without it being a fork and without having to do them manually, so we should be able to make it work. Or I could just delete my current repo, fork it but use the same name, and re-push my changes.
    M
    Not entirely sure, never sent one. But I've had people send them to me.
    M
    In the case of this change in particular, it would probably be just as easy to copy/paste. I should also be able to send you a "pull request" as well, which would let you review the changes and see if you want to import them.
    M
    It's been a while since I played it or any hack, honestly. But I wasn't really noticing any new glitches to report.

    Not really a bug, but I will say that the lack of running shoes is pretty annoying, and causes me to abuse speed-up. I actually considered just downloading it, adding running shoes, and recompiling, but decided not to for now.
    M
    Saw your question in my thread, and brought it here, to not be off-topic. As usual, the answer to your question is "by learning ASM".

    As for the Battle Tower itself, there are several ways you could go about it. You could look at how Crystal Version does it, or you could make up something on your own. At the core of it, you'll want to come up with a way to randomize which trainers you encounter, and you'll most likely want to disable experience gains when inside the tower.

    Disabling experience should be pretty simple, since there is already a check to disable experience if you are in a link battle. You could just add a new check after the existing one, that would check which map you're on and disable it if you're in the Battle Tower's battle room thing.

    As for how I'm going to do it all in Red++, I'm still working out the specifics. What I've come up with so far is:

    - The trainer will use one of the "variable overworld sprites" that I've added, so it can be customized to match the trainer by another routine that runs when the map is loaded.
    - The trainer will be assigned to use the first entry (actually the only entry) in a class used only by the Battle Tower and potentially other battle facilities, like the Battle Tent or something.
    - That class will point to a 10 byte structure in RAM that is identical to a normal trainer entry, but in RAM instead of ROM.
    - The background routine will write a randomized trainer pic entry, a level entry appropriate to which challenge you are taking, and a randomized team (most likely randomized from different lists based on which type of trainer it is).

    Then once the trainer's info has been customized in the background, all the player has to do is walk up to the person and talk to them, and it will start the battle like a normal trainer. Then you'd just need to do something like Gary does in Oak's lab to heal the player if they lose instead of blacking out, and take them back to the lobby of the Battle Tower.

    I can't give you anything more specific than that, because I haven't worked out all the specifics yet. But it will probably be slightly complicated.
    M
    That would be a secondary thing to come up with for your hack, because that isn't how Move Tutors are going to be used in Red++.
    M
    That's not how I'll be making them work. The plan is to have them say they are a move tutor and say which move they teach, then ask if you want them to teach it to a Pokémon. Then it will pull up the party menu if you said yes, and show able/not able the same as a tm would. And if you cancel then they'll say to come again later.
    M
    Nope because I haven't made move tutors yet. Still trying to decide which way I want to go about marking Pokémon as Able or Not Able. I'm currently leaning toward moving Attacks known at lv0 out of the base stats and using those bytes as move tutor flags. But I may try doing something else, since moving all that out will be tedious.
    M
    It took me a bit to figure out that TCNS meant Tri-Color Nostalgia Series.

    To be honest, I got distracted around Brock, because I was also playing Pokémon Gaia. I'll play some more today though and give you an update on things that I run into and whatnot.
    M
    Honestly, no. I never really wanted them in Gen 1 style so I never had a reason to look for one. But I seem to remember there being a Gen 1 style resource that had front and possibly back sprites of all 721 Pokémon, and I believe those sprites were used by Sanqui for his randomizer. You might try asking around on Skeetendo if anyone knows where that resource got off to. I don't think it was specifically posted there, but it should be around.
    M
    I'm actually rubbish at making sprites. I could get them down to 4 colors in GSC style usually, but to put them in Gen 1 style you usually have to redraw them to be, for lack of a better word, derpy. I'm not really any good at drawing trainers or Pokemon, just recoloring existing ones. Most of the Pokemon in Red++ are either vanilla GSC, devamps from others, or some that I attempted since GSC style is either to pull off and doesn't really require redrawing them but recoloring them. You'd really need to find someone else to make Gen 1 style sprites, sorry.
    M
    Basically, when you needed to load the movement data, you would do something like this:


    If the player is facing any direction but Up, we know that s/he isn't standing directly below Brock, so we just load the WalkStraightDown pointer and go with it. But if s/he is facing up, s/he is directly below Brock, so load the other movement data before calling whatever you do to move the sprite.

    I don't know if that really helps or not, that's just sort of vague and explains how to load one thing or another based on where the player is, but I can try to look into it more if you can't figure out how to make him move.
    M
    Ok. I'll look up a couple of things and try to post an example when I'm on a computer instead of my phone.
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