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Fotomac
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  • M
    I'm honestly pretty busy irl right now, and on top of that, Pokecommunity has been having issues for me (when I browse under my account, it takes roughly 20 seconds each time I try to load anything on the site, but if I browse as a guest, it works normally) so that makes it rather annoying to use Pokecommunity right now, so sorry for slow/non-existant replies.

    I can't really worry about that right now, but honestly, all I'm going to be doing is:
    - looking in main.asm at the section for bank $03 and seeing if it has any hardcoded SECTION headings in it like we had in bank 0
    - looking at the different files that are included in that bank for the same thing
    - looking for things in that bank that are called from somewhere else (for example, graphics that are referenced from some other bank, which you could find by searching for the label name and seeing what references it)

    So in the meantime, you can try doing those things and see if you can work it out, and if you can't, I'll see what I can do to help out when I get the chance.
    M
    I honestly don't know, I would have to look into it. I know a lot of the side effects are confusingly coded, since they overlap and combine several effects into the same routine and stuff. I can try to look into it when I get the chance, though.
    M
    Just replied to your thread on Skeetendo.
    M
    It sounds like you aren't attempting to "properly" merge them and are just dragging your files over the old ones, so you're going to run into a lot of issues trying to do it wrong like that.

    What you're going to want to do is:
    - use cygwin and the git commands to make sure your repo is up-to-date with current pokered to make things easier
    - probably make a backup copy of your folder just to be safe
    - use cygwin and the git commands to merge the full color hack (danny keeps it up-to-date with pokered, so I figure it would be easier to make sure your hack is too before merging it)
    - fix any issues that it can't automatically merge
    - compile and check it out

    If it's your first time doing that, you might want to be in the chatroom or something to get live help if you run into things.
    M
    I don't really have any experience with the specifics of the color hack, but I think the stuff you've done so far wouldn't interfere with any of that if you tried to merge it in.
    M
    It looks alright, I'm not really sure why you need it, but it looks fine haha.
    M
    No, that won't be until 3.0 at least, since it will mess with the structure of Pokemon data.

    Also, I haven't added it yet, but I'm currently looking into the specifics of adding More Tutors, and ShantyTown has already added the Move Deleter and Move Relearner. I know those are things you're interested in, so letting you know.
    M
    Either that or a TM/HM Pocket. Either way, it's going to happen. Just haven't worked out the specifics. But we were talking about doing that and making TMs reusable at the same time, but that won't be until later because screwing around with the way the back works and shifting RAM around will inevitably break people's saves, and we're just working on 2.3 right now, not 3.0 yet.
    M
    Right, it would still be 8 per line, same as always.
    M
    Assuming your Pokéred is up-to-date enough, the size for base stats should already be dynamic. In that case, you could probably just change this to 100 + 5 instead of 50 + 5, then add more tmlearn entries in their base stats to cover all of them.
    M
    We honestly haven't looked into any of those specifically. So I can't give you step by step instructions for any of these. But I can tell you basically what you would need to do, and you can look at existing scripts to see how to do it.

    To make it say Wild instead of enemy, you'd probably just need to track down what calls the text, check which kind of battle it is (you can look at ItemUseBall to see how it determines if it is a wild or trainer battle) and have it load the appropriate text that way.

    To have a gift Pokemon with special moves, you would basically:
    - Check the party count to make sure there is room
    - Give the Pokemon normally
    - Check the party count again, so you can find the last Pokemon in the party (aka the one you just received)
    - Overwrite the appropriate move to give it the one you want

    Honestly, having 100 TMs isn't even reasonable, since even between your PC and you bag, you couldn't hold all of them. But as I've mentioned before, you would need to:
    - Expand the baseStats structure to allow more tmlearn flags
    - Modify the TM/HM routines to read more move entries
    - Add the new moves in the data/tms.asm file or whatever it's called
    - give the TMs constants so you can use them
    - Probably have to modify the annoying routine that generates TM names on the fly

    For rematches, I guess that depends on how you want to do them. If you mean like GSC, where they are the same event in the same place and you come back to them, then you would need to:
    - Redo the text they say if you talk to them after the battle to use TX_ASM
    - Make it do a checkevent command, to see if you have already beaten them in the rematch, and jump to what they say afterwards if you have.
    - Make it do another checkevent command, to see if you have activated their rematch yet, and jump to their normal After Battle Text if you haven't
    - Then, you would add the code to make them say they have been waiting for you, load their team information, and start the battle.
    - Then have it do a setevent command to mark you as having already done the rematch.

    I'm not quite sure what all you would have to do for adding Snore and Sleep Talk, I haven't looked into how Sleep works, so you might want to talk to Crystal about that.
    M
    Well, I'm not quite sure, honestly. I've been trying to hold off on getting too carried away with adding new features right now, giving people time to run into and report any bugs they might catch in 2.2 now that it's out.
    M
    You response has me even more confused. I still don't know if you're asking how to add a new map or just edit one that was already in the game.

    As for the maps you make in RBMap: Like I said before, the .blk files are NOT text files. Neither are they assembly language. They are just a bunch of bytes in a file, each byte representing one block on the map. That is why you edit them in a map editor and export them.

    To add a new map, you will need to make some new files in Notepad++ and add INCLUDE lines for them and pointers to them in some of the games files, but it sounds like you are still thinking you need to edit some part of a .blk file in Notepad++ like it was text. I blame Github.
    M
    I assume you're asking about adding a new map, right? Or just editing an existing map? (I just woke up so I'm going to wait until I'm more awake to try and answer specifically so I don't accidentally tell you wrong).
    M
    GlitchMap is the one you use in Chrome (and there is no reason not to trust chrome tbh). ShantyTown's editor is a standalone program, you just need Java to run it.
    M
    I have no clue what "translates" as what, because I don't edit them as text, because they aren't text files.
    M
    With a map editor. Those are actually binary files, but github is stupid and tries to render them as text for no apparent reason. I use a private, unfinished beta of GlitchMap that PokeGlitch sent me to help him test it, but ShantyTown has also posted about a map editor he made. Not really sure how his works honestly because I don't use it, but since GlitchMap isn't available for download it might be worth looking into.
    M
    Since I haven't pushed the changes yet (still going in and fixing the special trainer entries in the Hard patch), I'll just use pastebin.

    You know engine/battle/read_trainer_party.asm ? Mine looks like this now:
    http://pastebin.com/7jWs0JTq

    Basically in addition to the stuff I added for custom names and custom pics, I got rid of the convoluted code that Red used for custom moves and replaced it with my own, which is shorter and cleaner. With this fix, you don't need data/trainer_moves.asm anymore, because it isn't used. Now, special trainers will look like this:
    http://pastebin.com/2W1CPYDF


    Note I also added a few new constants and a new macro as part of this update (I added constants for SPECIAL_TRAINER, SPECIAL_TRAINER2, and SPECIAL_TRAINER3, and I added a very simple macro called "moveset" although the macro isn't really necesarry. You could just put db instead of moveset and it would work exactly the same, that's just for readability. And I also added some constants for AI types, but those are just another name for some of the Class IDs, again to make things easier to keep straight when looking at trainer data. You can see it in more detail when I finish these trainer teams up and push the changes.
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