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Hi Everyone, after 2 years I finally added part 3 of the tutorial: How to edit event tile animations like tall grass. Better late than never I suppose :)
In this part I'll show you how you can use meta behaviors of tiles to trigger tile animations like this:
Hi, I'm also relatively new, I found this so far though..
You can change songs by replacing the .midi files in sound/songs/midi. You can also change the way songs sound by editing their .s files and modifying the voicegroup line (often line 3). In PokeEmerald there are 101 voicegroups in...
Already pretty cool!
I think all you have to do is edit the Display function in the party_menu.c to use your new custom function. Look for static void DisplayPartyPokemonSelectToTeachMove (around line 2089).
Change bolded below, but basically just changing CanMonLearnTutor =...
No I don't think this will impact the Daycare functionalities, but I'm not 100% sure. I'm also relatively new to C & disassembly hacking.
I look forward to seeing the modification, definitely a cool addition!
Hi everyone, I just added part 2 of the tutorial. This part will show you how you can add your own tile animations! In the tutorial I created a little zigzagoon in a tree that is animated.
Hm... What happens when you make gEggMoves[] a static constant instead of just a constant? Does that work?
It compiled for me, but not sure if your code would work that you modified. If you share it I can do some better testing.
Change line 5 in data/pokemon/egg_moves.h :
static const u16...
Hi everyone. Following my comment on Cranium's post asking about more information on animated tiles. I decided to create a tutorial on my experience with tile inserting and animation. I am by no means an expert. I only just started using disassembly. If you have any additional information on...
Yup definitely possible. Only requires a change of 2-3 lines of code.
Go to /src/main_menu.c. This file contains the entire new game sequence. You can change the entire sequence if you'd want (see Avara's post here on how to change the intro pokemon).
Specifically for removing the gender...
I only just figured this out, so no idea how to play with animation speeds or exact understanding of everything. But you can relate the animations to tiles by going to the QueueAnimTiles_TileName part in tileset_anim.c file.
For example for the general tileset flower animation you see this...
I decided to take the jump and started with disassembly. Scripting / tile inserting / mapping is all so much easier once you know where what is. The only problem that I have is that there are a lack of tutorials compared to binary hacking. So you have to look into a lot of stuff yourself.
Does anyone have a tutorial / guide on this for disassembly (pokeruby / pokeeemerald)? I managed to edit existing animations, but have no clue on how to add new ones.
I used to be part of the ROM hacking scene 7-8 years ago. Back then dis-assembly hacking wasn't a thing.
I recently came back and now see that there are two types of ROM hacking. I was wondering what the big Pro's and Cons are of choosing to binary hack or dis-assembly hack?
For example I see...
Elite 4 Character Styles
So I've seen a few people in my passer by screen that have the character styles of the elite 4. For example someone with the face and clothing of Siebold. I was wondering how they did this?
That's difficult, but it's being worked on in the Research and Developement forum. Check this link.
Yeah, it's a flag, but different for each game.
FireRed:
setflag 0x828
Ruby/Sapphire:
setflag 0x800
Emerald:
setflag 0x860